Files
WebOcean/src/main.ts

442 lines
16 KiB
TypeScript

import { vec3, vec4, mat4 } from 'gl-matrix';
import { Camera } from './Camera';
import { ProjectedOcean } from './OceanLOD';
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.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
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 keysPressed: Set<string> = new Set();
/** Objects and states*/
var camera: Camera;
var projectedOcean: ProjectedOcean;
var skybox: Skybox;
var wireframeMode = false;
/** Camera movement speed */
var moveSpeed = 0.15;
var fastMoveSpeed = 0.4;
/** Ocean shader settings */
var waveHeight = 1.0;
var waveSpeed = 1.0;
var foamIntensity = 1.0;
var glitterIntensity = 1.0;
function drawScene() {
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();
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
//--- Render pass -> Skybox first (no depth write) ---
{
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, viewportWidth, viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var projection = mat4.create();
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
// Handle FPS camera movement
handleCameraMovement();
// Apply mouse rotation
if (mouseXVel !== 0 || mouseYVel !== 0) {
camera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
var view = camera.getViewMatrix();
// Draw skybox first with depth test disabled (always behind everything)
gl.depthMask(false);
gl.disable(gl.DEPTH_TEST);
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);
// Update projected ocean's projector matrices
projectedOcean.updateProjector(camera.pos, camera.forward, view, projection);
gl.useProgram(defaultProgram);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
gl.uniformMatrix4fv(view_loc, false, view);
let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
gl.uniformMatrix4fv(projection_loc, false, projection);
let projectorMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uProjectorMatrix");
gl.uniformMatrix4fv(projectorMatrix_loc, false, projectedOcean.projectorMatrix);
let rangeMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uRangeMatrix");
gl.uniformMatrix4fv(rangeMatrix_loc, false, projectedOcean.rangeMatrix);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos);
let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
gl.uniform1f(uTime_loc, timeSpent);
// Ocean shader settings
let uWaveHeight_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveHeight");
gl.uniform1f(uWaveHeight_loc, waveHeight);
let uWaveSpeed_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveSpeed");
gl.uniform1f(uWaveSpeed_loc, waveSpeed);
let uFoamIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uFoamIntensity");
gl.uniform1f(uFoamIntensity_loc, foamIntensity);
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
// Calculate horizon Y in clip space
// The skybox horizon is where rayDir.z = 0 (horizontal ray from camera)
// This is a point at infinity in a horizontal direction from the camera
// We need to find where this projects to in clip space
// Get a horizontal direction (camera forward projected onto XY plane)
const horizonDir = vec3.fromValues(camera.forward[0], camera.forward[1], 0);
if (vec3.length(horizonDir) > 0.001) {
vec3.normalize(horizonDir, horizonDir);
} else {
vec3.set(horizonDir, 1, 0, 0);
}
// Transform a direction vector (not a point) to clip space
// For a point at infinity in direction D, its clip space position is:
// lim(t->inf) ViewProj * (eye + t*D) / w
// Which equals ViewProj * D (as a vec4 with w=0), then we look at x/w, y/w
// But since w would be 0 for a direction, we use the view matrix only
// The horizon is where view-space Y = 0 for an infinite point
// In our Z-up system, the horizon is where the ray is horizontal (z=0 in world)
// Transform a horizontal direction through view matrix
const horizonDirView = vec4.fromValues(horizonDir[0], horizonDir[1], 0, 0);
vec4.transformMat4(horizonDirView, horizonDirView, view);
// The Y in clip space where this direction points is based on the view-space direction
// projected through the projection matrix
// For perspective: clipY/clipW = viewY/(-viewZ) * projectionScaleY
// For a horizontal ray at infinity, we can compute where it ends up
// Simpler approach: transform a point very far away in horizon direction
const farDist = 1000000.0;
const horizonPoint = vec4.fromValues(
camera.pos[0] + horizonDir[0] * farDist,
camera.pos[1] + horizonDir[1] * farDist,
camera.pos[2], // Same height as camera - this is the horizon!
1
);
const viewProj = mat4.create();
mat4.multiply(viewProj, projection, view);
vec4.transformMat4(horizonPoint, horizonPoint, viewProj);
const horizonClipY = horizonPoint[3] !== 0 ? horizonPoint[1] / horizonPoint[3] : 0;
let uHorizonClipY_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uHorizonClipY");
gl.uniform1f(uHorizonClipY_loc, horizonClipY);
// Enable backface culling so ocean isn't visible from below
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.frontFace(gl.CCW);
projectedOcean.draw(gl, wireframeMode);
gl.disable(gl.CULL_FACE);
}
requestAnimationFrame(drawScene);
}
/** Handle FPS camera movement */
function handleCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
// WASD for horizontal movement
if (keysPressed.has('w') || keysPressed.has('W')) {
camera.moveForward(speed);
}
if (keysPressed.has('s') || keysPressed.has('S')) {
camera.moveForward(-speed);
}
if (keysPressed.has('a') || keysPressed.has('A')) {
camera.moveRight(-speed);
}
if (keysPressed.has('d') || keysPressed.has('D')) {
camera.moveRight(speed);
}
// Q/E for vertical movement
if (keysPressed.has('q') || keysPressed.has('Q')) {
camera.moveUp(-speed);
}
if (keysPressed.has('e') || keysPressed.has('E')) {
camera.moveUp(speed);
}
// Space to go up, Ctrl to go down
if (keysPressed.has(' ')) {
camera.moveUp(speed);
}
if (keysPressed.has('Control')) {
camera.moveUp(-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);
// Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') {
camera = new Camera(); // Reset to initial position
}
// Prevent default for space to avoid page scroll
if (evt.key === ' ') {
evt.preventDefault();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
});
// Window resize handler
window.addEventListener('resize', () => {
updateCanvasSize(canvas);
});
// Wireframe toggle handler
window.addEventListener('toggleWireframe', () => {
wireframeMode = !wireframeMode;
const wireframeBtn = document.getElementById('wireframe-toggle');
if (wireframeBtn) {
wireframeBtn.textContent = `Wireframe: ${wireframeMode ? 'ON' : 'OFF'}`;
}
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
});
// Ocean settings sliders
window.addEventListener('waveHeightChange', ((evt: CustomEvent) => {
waveHeight = evt.detail;
}) as EventListener);
window.addEventListener('waveSpeedChange', ((evt: CustomEvent) => {
waveSpeed = evt.detail;
}) as EventListener);
window.addEventListener('foamIntensityChange', ((evt: CustomEvent) => {
foamIntensity = evt.detail;
}) as EventListener);
window.addEventListener('glitterIntensityChange', ((evt: CustomEvent) => {
glitterIntensity = evt.detail;
}) as EventListener);
initShaders();
initGeometry();
initFBO();
projectedOcean = new ProjectedOcean();
projectedOcean.initVAO(gl);
console.log(`Projected ocean initialized with ${projectedOcean.getIndexCount()} indices`);
skybox = new Skybox();
skybox.initVAO(gl);
console.log('Skybox initialized');
camera = new Camera();
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
}
drawScene();
}
main();