Files
WebOcean/src/main.ts
2026-02-04 22:41:53 +01:00

496 lines
18 KiB
TypeScript

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' = 'fps';
var moveSpeed = 0.15;
var fastMoveSpeed = 0.4;
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
oceanGrid.draw(gl);
}
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();
}
// 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 = fpsCamera; // Start with FPS camera
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
}
drawScene();
}
main();