5 Commits

Author SHA1 Message Date
260c6e7bc0 feat: Implement WebGPU context manager and shaders for ocean rendering
- Added WebGPUContext class to manage WebGPU initialization and resource creation.
- Created main_webgl.ts for WebGL rendering setup and scene management.
- Introduced WGSL shaders for Perlin noise generation and ocean rendering.
- Implemented vertex and fragment shaders for ocean surface displacement and lighting effects.
- Enhanced camera controls and rendering logic for improved user experience.
2026-02-06 21:12:49 +01:00
bfc3778977 Set default camera mode to Orbital and adjust movement speeds 2026-02-04 22:48:22 +01:00
f5186af430 Add wireframe mode 2026-02-04 22:47:35 +01:00
52c2e1dacd Add diffrent camera modes 2026-02-04 22:41:53 +01:00
86d6da33d2 Add skybox 2026-02-04 22:34:59 +01:00
15 changed files with 2231 additions and 411 deletions

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

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@@ -1,5 +1,6 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
@@ -95,6 +96,19 @@
font-size: 14px;
backdrop-filter: blur(10px);
}
#frame-time {
position: absolute;
bottom: 20px;
left: 100px;
background: rgba(0, 0, 0, 0.7);
color: #0ff;
padding: 8px 12px;
border-radius: 5px;
font-family: 'Courier New', monospace;
font-size: 14px;
backdrop-filter: blur(10px);
}
</style>
<script id="noise-fs" type="x-shader/x-fragment">
precision mediump float;
@@ -285,10 +299,51 @@
<script id="sky-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 fragPos;
varying vec3 v_rayDir;
uniform vec3 uSunDirection;
void main(void) {
gl_FragColor = vec4(fragPos,1.0);
vec3 rayDir = normalize(v_rayDir);
// Use Z as up (matches world space where ocean is on XY plane)
float upAmount = rayDir.z;
// Sky gradient - from horizon to zenith
float horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
vec3 zenithColor = vec3(0.15, 0.35, 0.75); // Deep blue at top
vec3 horizonColor = vec3(0.55, 0.7, 0.9); // Light blue at horizon
vec3 skyColor = mix(zenithColor, horizonColor, horizonBlend);
// Add warm glow near horizon
float horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
skyColor += vec3(0.4, 0.25, 0.1) * horizonGlow * 0.4;
// Sun direction already in correct coordinate system
vec3 sunDir = normalize(uSunDirection);
float sunAngle = max(dot(rayDir, sunDir), 0.0);
// Sun disk
float sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
vec3 sunColor = vec3(1.0, 0.95, 0.85);
// Sun glow
float sunGlow = pow(sunAngle, 48.0) * 0.6;
float sunHalo = pow(sunAngle, 6.0) * 0.25;
// Combine sun effects
skyColor += sunColor * sunDisk * 3.0;
skyColor += vec3(1.0, 0.85, 0.5) * sunGlow;
skyColor += vec3(1.0, 0.9, 0.7) * sunHalo;
// Below horizon - fade to darker color
if (upAmount < 0.0) {
float depth = -upAmount;
vec3 deepColor = vec3(0.02, 0.08, 0.15);
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
}
gl_FragColor = vec4(skyColor, 1.0);
}
</script>
<script id="sky-vs" type="x-shader/x-vertex">
@@ -296,16 +351,18 @@
uniform mat4 projection;
uniform mat4 view;
uniform mat4 testModel;
varying vec3 fragPos;
varying vec3 v_rayDir;
void main(void) {
gl_PointSize = 10.;
gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
v_rayDir = positionAttr;
// Remove translation from view matrix for skybox
mat4 rotView = mat4(mat3(view));
vec4 pos = projection * rotView * vec4(positionAttr, 1.0);
gl_Position = pos;
}
</script>
</head>
<body>
@@ -314,15 +371,25 @@
<div id="controls">
<h3>🌊 Ocean Controls</h3>
<div class="control-group">
<strong>Camera Rotation:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: Orbital</span>
</div>
<div class="control-group">
<strong>Zoom:</strong><br>
<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
<strong>Rendering:</strong><br>
<span class="key">F</span> Toggle Wireframe
</div>
<div class="control-group">
<strong>Mouse:</strong> Click and drag to rotate
<strong>FPS Camera:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
<span class="key">Shift</span> Sprint<br>
Mouse: Look around
</div>
<div class="control-group">
<strong>Orbital Camera:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
Mouse: Click and drag to rotate
</div>
<div class="control-group">
<strong>Reset:</strong> <span class="key">R</span>
@@ -335,12 +402,14 @@
<button id="toggle-controls">Toggle Controls (H)</button>
<div id="fps-counter">FPS: 0</div>
<div id="frame-time">Frame: 0.00ms</div>
<script type="module" src="/src/main.ts"></script>
<script>
// Toggle controls visibility
const controls = document.getElementById('controls');
const toggleBtn = document.getElementById('toggle-controls');
const cameraModeDisplay = document.getElementById('current-camera-mode');
toggleBtn.addEventListener('click', () => {
controls.classList.toggle('hidden');
@@ -350,6 +419,27 @@
if (evt.key === 'h' || evt.key === 'H') {
controls.classList.toggle('hidden');
}
// Update camera mode display when C is pressed
if (evt.key === 'c' || evt.key === 'C') {
setTimeout(() => {
// Get camera mode from any displayed element
const cameraMode = document.getElementById('camera-mode');
if (cameraMode && cameraModeDisplay) {
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
}, 100);
}
});
// Listen for custom camera mode toggle events from UI
window.addEventListener('toggleCameraMode', () => {
const cameraMode = document.getElementById('camera-mode');
if (cameraMode && cameraModeDisplay) {
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
});
</script>
</body>

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

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

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

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

98
src/FPSCamera.ts Normal file
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@@ -0,0 +1,98 @@
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);
}
}

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@@ -1,72 +1,103 @@
/** Grid for the water surface */
import { WebGPUContext } from './WebGPUContext';
/** Grid for the water surface - WebGPU version */
export class Grid {
private indices: number[] = [];
private vertices: number[] = [];
private vao: WebGLVertexArrayObject | null = null;
private indices: Uint32Array = new Uint32Array(0);
private vertices: Float32Array = new Float32Array(0);
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private size: number;
private indexCount: number = 0;
constructor(size: number = 128) {
this.size = size;
}
generate(): void {
this.indices = [];
this.vertices = [];
const indices: number[] = [];
const vertices: number[] = [];
for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) {
// Generate Vertices
// Generate Vertices with UV coordinates
const x = i / this.size;
const y = j / this.size;
const z = 0;
this.vertices.push(x, y, z);
const u = x;
const v = y;
vertices.push(x, y, z, u, v); // position + UV
if (i < this.size && j < this.size) { // Skip edges
const row1 = j * (this.size + 1);
const row2 = (j + 1) * (this.size + 1);
// triangle 1
this.indices.push(row1 + i);
this.indices.push(row1 + i + 1);
this.indices.push(row2 + i + 1);
indices.push(row1 + i);
indices.push(row1 + i + 1);
indices.push(row2 + i + 1);
// triangle 2
this.indices.push(row1 + i);
this.indices.push(row2 + i + 1);
this.indices.push(row2 + i);
}
indices.push(row1 + i);
indices.push(row2 + i + 1);
indices.push(row2 + i);
}
}
}
initVAO(gl: WebGL2RenderingContext): void {
this.vertices = new Float32Array(vertices);
this.indices = new Uint32Array(indices);
this.indexCount = this.indices.length;
}
initBuffers(gpuContext: WebGPUContext): void {
this.generate();
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
const device = gpuContext.getDevice();
const vboGrid: WebGLBuffer | null = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: this.vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(this.vertices);
this.vertexBuffer.unmap();
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);
// Create index buffer
this.indexBuffer = device.createBuffer({
size: this.indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint32Array(this.indexBuffer.getMappedRange()).set(this.indices);
this.indexBuffer.unmap();
}
draw(gl: WebGL2RenderingContext): void {
if (this.vao) {
gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);
draw(renderPass: GPURenderPassEncoder, wireframe: boolean = false): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint32');
if (wireframe) {
// For wireframe, we'd need a different topology or to draw lines
// WebGPU doesn't support LINE_LOOP like WebGL, so we draw as line-list
// This would require regenerating indices for line rendering
renderPass.drawIndexed(this.indexCount);
} else {
renderPass.drawIndexed(this.indexCount);
}
}
getIndexCount(): number {
return this.indices.length;
return this.indexCount;
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
}
}

11
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@@ -0,0 +1,11 @@
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;
}

93
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@@ -0,0 +1,93 @@
import { WebGPUContext } from './WebGPUContext';
/** Skybox cube for rendering the sky - WebGPU version */
export class Skybox {
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private indexCount: number = 0;
constructor() {}
initBuffers(gpuContext: WebGPUContext): void {
const device = gpuContext.getDevice();
// Cube vertices - positions only
const vertices = new Float32Array([
// Front face
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
// Back face
-1, -1, -1,
-1, 1, -1,
1, 1, -1,
1, -1, -1,
// Top face
-1, 1, -1,
-1, 1, 1,
1, 1, 1,
1, 1, -1,
// Bottom face
-1, -1, -1,
1, -1, -1,
1, -1, 1,
-1, -1, 1,
// Right face
1, -1, -1,
1, 1, -1,
1, 1, 1,
1, -1, 1,
// Left face
-1, -1, -1,
-1, -1, 1,
-1, 1, 1,
-1, 1, -1,
]);
const indices = new Uint16Array([
0, 2, 1, 0, 3, 2, // front
4, 6, 5, 4, 7, 6, // back
8, 10, 9, 8, 11, 10, // top
12, 14, 13, 12, 15, 14, // bottom
16, 18, 17, 16, 19, 18, // right
20, 22, 21, 20, 23, 22, // left
]);
this.indexCount = indices.length;
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(vertices);
this.vertexBuffer.unmap();
// Create index buffer
this.indexBuffer = device.createBuffer({
size: indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint16Array(this.indexBuffer.getMappedRange()).set(indices);
this.indexBuffer.unmap();
}
draw(renderPass: GPURenderPassEncoder): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint16');
renderPass.drawIndexed(this.indexCount);
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
}
}

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

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@@ -1,19 +1,85 @@
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 { createProgram } from './Shader';
import { Skybox } from './Skybox';
import { WebGPUContext } from './WebGPUContext';
import {
noiseVertexShader, noiseFragmentShader,
oceanVertexShader, oceanFragmentShader,
skyboxVertexShader, skyboxFragmentShader
} from './shaders.wgsl';
import * as Config from './constants';
var gl: WebGL2RenderingContext;
var viewportWidth = 0;
var viewportHeight = 0;
// Global state
let gpuContext: WebGPUContext;
let viewportWidth = 0;
let viewportHeight = 0;
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
// Moved to Camera.ts
// Render pipelines
let noisePipeline: GPURenderPipeline;
let oceanPipeline: GPURenderPipeline;
let skyboxPipeline: GPURenderPipeline;
/** Init OpenGL and gets the viewport/canvas sizes */
function initGL(canvas: HTMLCanvasElement) {
// Helper function for canvas resize
// Textures and buffers
let noiseTexture: GPUTexture;
let noiseTextureView: GPUTextureView;
let depthTexture: GPUTexture;
let depthTextureView: GPUTextureView;
// Uniform buffers
let noiseUniformBuffer: GPUBuffer;
let oceanUniformBuffer: GPUBuffer;
let skyboxUniformBuffer: GPUBuffer;
// Bind groups
let noiseBindGroup: GPUBindGroup;
let oceanBindGroup: GPUBindGroup;
let skyboxBindGroup: GPUBindGroup;
// Sampler
let linearSampler: GPUSampler;
// Framerate measurement
let timeSpent = 0.0;
let lastTime = Date.now();
let counter = 0.0;
let fps = 0;
let fpsDisplay: HTMLElement | null = null;
let frameTimeDisplay: HTMLElement | null = null;
// Input states
let mouseXVel = 0;
let mouseYVel = 0;
let keyboardRotationX = 0;
let keyboardRotationY = 0;
let keyboardZoom = 0;
let keysPressed: Set<string> = new Set();
// Objects and state
let camera: ICamera;
let orbitalCamera: OrbitalCamera;
let fpsCamera: FPSCamera;
let oceanGrid: Grid;
let skybox: Skybox;
let curRotX = Config.CAMERA_DEFAULT_ROT_X;
let curRotY = Config.CAMERA_DEFAULT_ROT_Y;
// Camera modes
let cameraMode: 'orbital' | 'fps' = 'orbital';
let moveSpeed = 0.08;
let fastMoveSpeed = 0.20;
// Rendering modes
let wireframeMode = false;
// Animation control
let isPaused = false;
let animationSpeed = 1.0;
/** Initialize WebGPU context and get canvas sizes */
async function initWebGPU(canvas: HTMLCanvasElement): Promise<(canvas: HTMLCanvasElement) => void> {
const updateCanvasSize = (canvas: HTMLCanvasElement) => {
const displayWidth = window.innerWidth;
const displayHeight = window.innerHeight;
@@ -24,314 +90,590 @@ function initGL(canvas: HTMLCanvasElement) {
viewportWidth = displayWidth;
viewportHeight = displayHeight;
if (gl) {
gl.viewport(0, 0, viewportWidth, viewportHeight);
// Recreate depth texture on resize
if (gpuContext && depthTexture) {
depthTexture.destroy();
createDepthTexture();
}
}
};
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
gpuContext = new WebGPUContext(canvas);
const initialized = await gpuContext.initialize();
gl.enable(gl.DEPTH_TEST);
if (!initialized) {
console.error("Unable to initialize WebGPU. Your browser or machine may not support it.");
throw new Error("WebGPU initialization failed");
}
return updateCanvasSize;
}
/** Update canvas size to fill window */
// Moved inline below
/** Create depth texture for depth testing */
function createDepthTexture() {
const device = gpuContext.getDevice();
/** 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);
depthTexture = device.createTexture({
size: { width: viewportWidth, height: viewportHeight },
format: 'depth24plus',
usage: GPUTextureUsage.RENDER_ATTACHMENT,
});
depthTextureView = depthTexture.createView();
}
/** Get shader source by HTML-Element<id> */
// Moved to Shader.ts
/** Create noise render texture */
function createNoiseTexture() {
const device = gpuContext.getDevice();
/** Init all Shaders that are needed */
var perlinNoiseProgram: WebGLProgram | null;
var defaultProgram: WebGLProgram | null;
var textureProgram: 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");
noiseTexture = device.createTexture({
size: {
width: Config.NOISE_TEXTURE_WIDTH,
height: Config.NOISE_TEXTURE_HEIGHT
},
format: 'rgba16float',
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
});
noiseTextureView = noiseTexture.createView();
}
/** 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);
/** Create sampler for texture sampling */
function createSampler() {
const device = gpuContext.getDevice();
// 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.");
linearSampler = device.createSampler({
addressModeU: 'repeat',
addressModeV: 'repeat',
magFilter: 'linear',
minFilter: 'linear',
});
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Reset to default framebuffer
/** Create uniform buffers */
function createUniformBuffers() {
const device = gpuContext.getDevice();
// Noise uniform: time (f32, 4 bytes) - needs padding to 16 bytes
noiseUniformBuffer = device.createBuffer({
size: 16, // Padded for alignment
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// Ocean uniforms: MVP matrices (3 x mat4 = 192 bytes) + eyePos (vec3, 12 bytes + 4 padding = 16) = 208 bytes
oceanUniformBuffer = device.createBuffer({
size: 208,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
// Skybox uniforms: view (mat4, 64) + projection (mat4, 64) + sunDir (vec3, 12 + 4 padding = 16) = 144 bytes
skyboxUniformBuffer = device.createBuffer({
size: 144,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
}
/** 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: Camera;
var oceanGrid: Grid;
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
/** Create render pipelines */
function createPipelines() {
const device = gpuContext.getDevice();
const presentationFormat = gpuContext.getContext().getCurrentTexture().format;
// --- Noise Pipeline ---
const noiseVertexModule = device.createShaderModule({ code: noiseVertexShader });
const noiseFragmentModule = device.createShaderModule({ code: noiseFragmentShader });
const noiseBindGroupLayout = device.createBindGroupLayout({
entries: [{
binding: 0,
visibility: GPUShaderStage.FRAGMENT,
buffer: { type: 'uniform' }
}]
});
noisePipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [noiseBindGroupLayout]
}),
vertex: {
module: noiseVertexModule,
entryPoint: 'main',
},
fragment: {
module: noiseFragmentModule,
entryPoint: 'main',
targets: [{ format: 'rgba16float' }]
},
primitive: {
topology: 'triangle-list',
},
});
noiseBindGroup = device.createBindGroup({
layout: noiseBindGroupLayout,
entries: [{
binding: 0,
resource: { buffer: noiseUniformBuffer }
}]
});
// --- Ocean Pipeline ---
const oceanVertexModule = device.createShaderModule({ code: oceanVertexShader });
const oceanFragmentModule = device.createShaderModule({ code: oceanFragmentShader });
const oceanBindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: 'uniform' }
},
{
binding: 1,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
texture: { sampleType: 'float' }
},
{
binding: 2,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
sampler: { type: 'filtering' }
}
]
});
oceanPipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [oceanBindGroupLayout]
}),
vertex: {
module: oceanVertexModule,
entryPoint: 'main',
buffers: [{
arrayStride: 5 * 4, // 5 floats: x, y, z, u, v
attributes: [
{ shaderLocation: 0, offset: 0, format: 'float32x3' }, // position
{ shaderLocation: 1, offset: 12, format: 'float32x2' }, // uv
]
}]
},
fragment: {
module: oceanFragmentModule,
entryPoint: 'main',
targets: [{ format: presentationFormat }]
},
primitive: {
topology: wireframeMode ? 'line-list' : 'triangle-list',
cullMode: 'back',
},
depthStencil: {
format: 'depth24plus',
depthWriteEnabled: true,
depthCompare: 'less',
},
});
oceanBindGroup = device.createBindGroup({
layout: oceanBindGroupLayout,
entries: [
{ binding: 0, resource: { buffer: oceanUniformBuffer } },
{ binding: 1, resource: noiseTextureView },
{ binding: 2, resource: linearSampler }
]
});
// --- Skybox Pipeline ---
const skyboxVertexModule = device.createShaderModule({ code: skyboxVertexShader });
const skyboxFragmentModule = device.createShaderModule({ code: skyboxFragmentShader });
const skyboxBindGroupLayout = device.createBindGroupLayout({
entries: [{
binding: 0,
visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
buffer: { type: 'uniform' }
}]
});
skyboxPipeline = device.createRenderPipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [skyboxBindGroupLayout]
}),
vertex: {
module: skyboxVertexModule,
entryPoint: 'main',
buffers: [{
arrayStride: 3 * 4, // 3 floats: x, y, z
attributes: [
{ shaderLocation: 0, offset: 0, format: 'float32x3' }
]
}]
},
fragment: {
module: skyboxFragmentModule,
entryPoint: 'main',
targets: [{ format: presentationFormat }]
},
primitive: {
topology: 'triangle-list',
cullMode: 'none', // No culling for skybox
},
depthStencil: {
format: 'depth24plus',
depthWriteEnabled: false, // Don't write to depth buffer
depthCompare: 'always', // Always pass depth test
},
});
skyboxBindGroup = device.createBindGroup({
layout: skyboxBindGroupLayout,
entries: [{
binding: 0,
resource: { buffer: skyboxUniformBuffer }
}]
});
}
/** Main draw function */
function drawScene() {
if (isPaused) {
requestAnimationFrame(drawScene);
return;
}
fps++;
let now = new Date();
let delta = now.getTime() - lastTime;
timeSpent += delta;
const now = Date.now();
const delta = now - lastTime;
timeSpent += delta * animationSpeed / 1000.0; // Convert to seconds and apply speed
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0;
const frameTime = delta.toFixed(2);
if (fpsDisplay) {
fpsDisplay.textContent = `FPS: ${fps}`;
}
if (frameTimeDisplay) {
frameTimeDisplay.textContent = `Frame: ${frameTime}ms`;
}
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.
lastTime = now;
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
const device = gpuContext.getDevice();
const queue = device.queue;
const context = gpuContext.getContext();
// --- First Pass: Generate Perlin Noise ---
{
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
gl.viewport(0, 0, perlinNoiseFBOWidth, perlinNoiseFBOHeight);
const timeData = new Float32Array([timeSpent, 0, 0, 0]); // Pad to 16 bytes
queue.writeBuffer(noiseUniformBuffer, 0, timeData);
//Clear buffer content
gl.clearColor(1.0, 1.0, 1.0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
const commandEncoder = device.createCommandEncoder();
const renderPass = commandEncoder.beginRenderPass({
colorAttachments: [{
view: noiseTextureView,
clearValue: { r: 1, g: 1, b: 1, a: 1 },
loadOp: 'clear',
storeOp: 'store',
}]
});
//draw a fullscreen quad
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
renderPass.setPipeline(noisePipeline);
renderPass.setBindGroup(0, noiseBindGroup);
renderPass.draw(6); // Fullscreen quad (2 triangles)
renderPass.end();
// 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
queue.submit([commandEncoder.finish()]);
}
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
// --- Second Pass: Render Scene (Skybox + Ocean) ---
{
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer
gl.viewport(0, 0, viewportWidth, viewportHeight);
const projection = mat4.create();
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Handle camera movement
if (cameraMode === 'fps') {
camera = fpsCamera;
handleFPSCameraMovement();
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
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
var view = camera.getViewMatrix();
var 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
oceanGrid.draw(gl);
if (mouseXVel !== 0 || mouseYVel !== 0) {
fpsCamera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
} else {
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));
}
const view = camera.getViewMatrix();
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
// Update skybox uniforms
{
const skyboxData = new Float32Array(36); // 2 mat4 + vec3 + padding
skyboxData.set(view, 0);
skyboxData.set(projection, 16);
skyboxData.set(sunDirection, 32);
queue.writeBuffer(skyboxUniformBuffer, 0, skyboxData);
}
// Update ocean uniforms
{
const model = mat4.create();
mat4.translate(model, model, vec3.fromValues(-0.5, -0.5, 0.0));
const oceanData = new Float32Array(52); // 3 mat4 + vec3 + padding
oceanData.set(view, 0);
oceanData.set(model, 16);
oceanData.set(projection, 32);
oceanData.set(camera.pos, 48);
queue.writeBuffer(oceanUniformBuffer, 0, oceanData);
}
const commandEncoder = device.createCommandEncoder();
const textureView = context.getCurrentTexture().createView();
const renderPass = commandEncoder.beginRenderPass({
colorAttachments: [{
view: textureView,
clearValue: { r: 0.0, g: 0.0, b: 0.0, a: 1.0 },
loadOp: 'clear',
storeOp: 'store',
}],
depthStencilAttachment: {
view: depthTextureView,
depthClearValue: 1.0,
depthLoadOp: 'clear',
depthStoreOp: 'store',
}
});
// Draw skybox
renderPass.setPipeline(skyboxPipeline);
renderPass.setBindGroup(0, skyboxBindGroup);
skybox.draw(renderPass);
// Draw ocean
renderPass.setPipeline(oceanPipeline);
renderPass.setBindGroup(0, oceanBindGroup);
oceanGrid.draw(renderPass, wireframeMode);
renderPass.end();
queue.submit([commandEncoder.finish()]);
}
requestAnimationFrame(drawScene);
}
/** Handle keyboard input for camera controls */
/** Handle FPS camera movement */
function handleFPSCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
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);
}
if (keysPressed.has('q') || keysPressed.has('Q')) {
fpsCamera.moveUp(-speed);
}
if (keysPressed.has('e') || keysPressed.has('E')) {
fpsCamera.moveUp(speed);
}
if (keysPressed.has(' ')) {
fpsCamera.moveUp(speed);
}
if (keysPressed.has('Control')) {
fpsCamera.moveUp(-speed);
}
}
/** Handle keyboard input for orbital camera */
function handleKeyboardInput() {
keyboardRotationX = 0;
keyboardRotationY = 0;
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
if (keysPressed.has('ArrowUp')) {
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
if (keysPressed.has('ArrowDown')) {
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
if (keysPressed.has('ArrowLeft')) {
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
if (keysPressed.has('ArrowRight')) {
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
if (keysPressed.has('+') || keysPressed.has('=')) {
keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
}
if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
if (keysPressed.has('-') || keysPressed.has('_')) {
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
}
}
function main() {
/** Main entry point */
async function main() {
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
fpsDisplay = document.getElementById("fps-counter");
frameTimeDisplay = document.getElementById("frame-time");
const updateCanvasSize = initGL(canvas);
if (!updateCanvasSize) {
console.error("Failed to initialize WebGL");
return;
}
try {
const updateCanvasSize = await initWebGPU(canvas);
var drag = false;
var previousPosX: number | null;
var previousPosY: number | null;
canvas.addEventListener('mousedown', function (evt) {
// Create resources
createDepthTexture();
createNoiseTexture();
createSampler();
createUniformBuffers();
// Initialize geometry
oceanGrid = new Grid(Config.GRID_SIZE);
oceanGrid.initBuffers(gpuContext);
skybox = new Skybox();
skybox.initBuffers(gpuContext);
// Create pipelines after geometry
createPipelines();
// Initialize cameras
orbitalCamera = new OrbitalCamera();
fpsCamera = new FPSCamera();
camera = orbitalCamera;
console.log('WebGPU initialized - Press C to toggle between FPS and Orbital cameras');
// Mouse controls
let drag = false;
let previousPosX: number | null = null;
let previousPosY: number | null = null;
canvas.addEventListener('mousedown', () => {
drag = true;
}, false);
canvas.addEventListener('mousemove', function (evt) {
});
canvas.addEventListener('mousemove', (evt) => {
if (drag) {
if (previousPosX == null || previousPosY == null) {
previousPosX = evt.x;
previousPosY = evt.y;
}
var mousePosX = evt.x;
var mousePosY = evt.y;
const mousePosX = evt.x;
const mousePosY = evt.y;
mouseXVel = (mousePosX - previousPosX);
mouseYVel = (mousePosY - previousPosY);
previousPosX = mousePosX;
previousPosY = mousePosY;
}
}, false);
var deactivateMouseMovement = function () {
});
const deactivateMouseMovement = () => {
previousPosX = null;
previousPosY = null;
mouseXVel = 0.0;
mouseYVel = 0.0;
drag = false;
}
canvas.addEventListener('mouseup', deactivateMouseMovement, false);
canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
};
canvas.addEventListener('mouseup', deactivateMouseMovement);
canvas.addEventListener('mouseleave', deactivateMouseMovement);
// Keyboard controls
window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key);
handleKeyboardInput();
// Reset camera on 'R' key
// Toggle camera mode
if (evt.key === 'c' || evt.key === 'C') {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
updateCameraModeDisplay();
}
// Reset camera
if (evt.key === 'r' || evt.key === 'R') {
if (cameraMode === 'fps') {
fpsCamera = new FPSCamera();
camera = fpsCamera;
} else {
curRotX = Config.CAMERA_DEFAULT_ROT_X;
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
keyboardZoom = 0;
}
console.log('Camera reset');
}
// Wireframe toggle
if (evt.key === 'f' || evt.key === 'F') {
wireframeMode = !wireframeMode;
console.log(`Wireframe: ${wireframeMode ? 'ON' : 'OFF'}`);
createPipelines(); // Recreate pipeline with new topology
}
// Pause/Play
if (evt.key === 'p' || evt.key === 'P') {
isPaused = !isPaused;
console.log(`Animation: ${isPaused ? 'PAUSED' : 'PLAYING'}`);
}
// Animation speed controls
if (evt.key === '0') {
animationSpeed = 1.0;
console.log(`Speed: ${animationSpeed}x`);
} else if (evt.key >= '1' && evt.key <= '5') {
animationSpeed = parseFloat(evt.key);
console.log(`Speed: ${animationSpeed}x`);
}
if (evt.key === ' ' && cameraMode === 'fps') {
evt.preventDefault();
}
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
// Window resize handler
// Window resize
window.addEventListener('resize', () => {
updateCanvasSize(canvas);
});
initShaders();
initGeometry();
initFBO();
// Start rendering
drawScene();
oceanGrid = new Grid(Config.GRID_SIZE);
oceanGrid.initVAO(gl);
camera = new Camera();
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
} catch (error) {
console.error("Failed to initialize WebGPU:", error);
alert("WebGPU is not supported in your browser. Please use Chrome 113+ or Edge 113+.");
}
}
drawScene();
function updateCameraModeDisplay() {
let modeText = document.getElementById('camera-mode');
if (!modeText) {
modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace; font-size: 14px;';
document.body.appendChild(modeText);
}
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
}
main();

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src/main_webgl.ts Normal file
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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();

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

View File

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