396 lines
15 KiB
HTML
396 lines
15 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Web Ocean</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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overflow: hidden;
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background: #000;
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}
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#window {
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display: block;
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width: 100vw;
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height: 100vh;
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cursor: move;
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}
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#controls {
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position: absolute;
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top: 20px;
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left: 20px;
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background: rgba(0, 0, 0, 0.7);
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color: white;
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padding: 15px 20px;
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border-radius: 8px;
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font-size: 14px;
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max-width: 300px;
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backdrop-filter: blur(10px);
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transition: opacity 0.3s;
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}
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#controls.hidden {
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opacity: 0;
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pointer-events: none;
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}
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#controls h3 {
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margin: 0 0 10px 0;
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font-size: 16px;
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font-weight: 600;
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}
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#controls .control-group {
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margin-bottom: 8px;
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line-height: 1.6;
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}
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#controls .key {
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display: inline-block;
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background: rgba(255, 255, 255, 0.2);
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padding: 2px 8px;
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border-radius: 3px;
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font-family: 'Courier New', monospace;
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font-size: 12px;
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margin: 0 2px;
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}
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#toggle-controls {
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position: absolute;
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top: 20px;
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right: 20px;
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background: rgba(0, 0, 0, 0.7);
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color: white;
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border: none;
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padding: 10px 15px;
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border-radius: 5px;
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cursor: pointer;
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font-size: 14px;
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backdrop-filter: blur(10px);
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transition: background 0.3s;
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}
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#toggle-controls:hover {
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background: rgba(0, 0, 0, 0.85);
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}
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#fps-counter {
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position: absolute;
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bottom: 20px;
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left: 20px;
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background: rgba(0, 0, 0, 0.7);
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color: #0f0;
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padding: 8px 12px;
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border-radius: 5px;
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font-family: 'Courier New', monospace;
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font-size: 14px;
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backdrop-filter: blur(10px);
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}
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</style>
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<script id="noise-fs" type="x-shader/x-fragment">
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precision mediump float;
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uniform float uTime;
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// Noise
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// Source: https://medium.com/neosavvy-labs/webgl-with-perlin-noise-part-1-a87b56bbc9fb function
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// Description: https://flafla2.github.io/2014/08/09/perlinnoise.html with octaves
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// https://mzucker.github.io/html/perlin-noise-math-faq mathematics
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// http://www.huttar.net/lars-kathy/graphics/perlin-noise/perlin-noise.html deeper look
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// https://thebookofshaders.com/11/
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//ordered by importance
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
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float noise(vec3 P) {
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vec3 i0 = mod289(floor(P)), i1 = mod289(i0 + vec3(1.0));
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vec3 f0 = fract(P), f1 = f0 - vec3(1.0), f = fade(f0);
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vec4 ix = vec4(i0.x, i1.x, i0.x, i1.x), iy = vec4(i0.yy, i1.yy);
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vec4 iz0 = i0.zzzz, iz1 = i1.zzzz;
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vec4 ixy = permute(permute(ix) + iy), ixy0 = permute(ixy + iz0), ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 * (1.0 / 7.0), gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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vec4 gx1 = ixy1 * (1.0 / 7.0), gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0); gx1 = fract(gx1);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0), sz0 = step(gz0, vec4(0.0));
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1), sz1 = step(gz1, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g0 = vec3(gx0.x,gy0.x,gz0.x), g1 = vec3(gx0.y,gy0.y,gz0.y),
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g2 = vec3(gx0.z,gy0.z,gz0.z), g3 = vec3(gx0.w,gy0.w,gz0.w),
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g4 = vec3(gx1.x,gy1.x,gz1.x), g5 = vec3(gx1.y,gy1.y,gz1.y),
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g6 = vec3(gx1.z,gy1.z,gz1.z), g7 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g0,g0), dot(g2,g2), dot(g1,g1), dot(g3,g3)));
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vec4 norm1 = taylorInvSqrt(vec4(dot(g4,g4), dot(g6,g6), dot(g5,g5), dot(g7,g7)));
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g0 *= norm0.x; g2 *= norm0.y; g1 *= norm0.z; g3 *= norm0.w;
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g4 *= norm1.x; g6 *= norm1.y; g5 *= norm1.z; g7 *= norm1.w;
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vec4 nz = mix(vec4(dot(g0, vec3(f0.x, f0.y, f0.z)), dot(g1, vec3(f1.x, f0.y, f0.z)),
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dot(g2, vec3(f0.x, f1.y, f0.z)), dot(g3, vec3(f1.x, f1.y, f0.z))),
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vec4(dot(g4, vec3(f0.x, f0.y, f1.z)), dot(g5, vec3(f1.x, f0.y, f1.z)),
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dot(g6, vec3(f0.x, f1.y, f1.z)), dot(g7, vec3(f1.x, f1.y, f1.z))), f.z);
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return 2.2 * mix(mix(nz.x,nz.z,f.y), mix(nz.y,nz.w,f.y), f.x);
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}
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float octavedPerlinNoise(vec3 P,int octaves,float persistence) {
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float total = 0.0;
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float frequency = 128.0;
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float amplitude = 1.0;
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float maxValue = 0.0;
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for(int i = 0; i < 6; i++) {
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total += noise((P*frequency)) * amplitude;
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maxValue += amplitude;
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amplitude *= persistence;
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frequency /= 2.;
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}
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return total/maxValue;
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}
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float turbulence(vec3 P) {
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float f = 0., s = 1.;
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for (int i = 0 ; i < 9 ; i++) {
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f += abs(noise(s * P)) / s;
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s *= 2.;
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P = vec3(.866 * P.x + .5 * P.z, P.y + 100., -.5 * P.x + .866 * P.z);
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}
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return f;
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}
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vec3 clouds(float x, float y) {
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float L = turbulence(vec3(x, y, 1. * .1));
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return vec3(noise(vec3(.5, .5, L) * .7));
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}
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void main(void) {
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.003+uTime*0.00005,uTime*0.00005),8,2.6); //Should be scaled along arbitary axis
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//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
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//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
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vec3 color = vec3(n) * 0.3;
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gl_FragColor = vec4(color,1.0);
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}
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</script>
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<script id="ndc-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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void main(void) {
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gl_Position = vec4(positionAttr, 1.0);
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}
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</script>
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<script id="default-fs" type="x-shader/x-fragment">
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precision mediump float;
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varying vec3 v_fragPos;
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varying vec3 v_normal;
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uniform vec3 eyePos;
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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void main(void) {
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vec3 norm = normalize(v_normal);
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vec3 lightDir = normalize(vec3(0.3, 0.5, 1.0)); // Sun direction
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// View direction
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vec3 toCameraVector = normalize(eyePos - v_fragPos);
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vec3 reflec = normalize(reflect(-toCameraVector, norm));
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// Schlick's approximation to Fresnel factor
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float n1 = 1.0, n2 = 1.33333;
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float R0 = pow((n1 - n2) / (n1 + n2), 2.0);
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float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, toCameraVector), 0.0), 5.0);
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vec3 oceanColor = vec3(0.0, 0.3, 0.4);
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vec3 skyColor = vec3(0.6, 0.8, 1.0);
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// Specular highlights
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vec3 halfwayDir = normalize(lightDir + toCameraVector);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), 256.0);
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vec3 specular = spec * lightColor * 0.8;
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// Subsurface scattering approximation
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float sss = pow(max(dot(toCameraVector, -lightDir), 0.0), 4.0) * 0.3;
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vec3 sssColor = vec3(0.0, 0.5, 0.5) * sss;
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vec3 finalColor = mix(oceanColor, skyColor, fresnel) * clamp(diffuse, 0.4, 1.0) + specular + sssColor;
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gl_FragColor = vec4(finalColor, 1.0);
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 projection;
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uniform float uTime;
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varying vec3 v_fragPos;
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varying vec3 v_normal;
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// Gerstner wave function
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// Returns displacement (xyz) and partial derivatives for normal calculation
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vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
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float k = 2.0 * 3.14159 / wavelength;
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float c = sqrt(9.8 / k);
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vec2 d = normalize(direction);
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float f = k * (dot(d, pos) - c * time);
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float a = steepness / k;
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tangent = vec3(
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1.0 - steepness * d.x * d.x * sin(f),
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steepness * d.x * cos(f),
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-steepness * d.x * d.y * sin(f)
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);
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binormal = vec3(
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-steepness * d.x * d.y * sin(f),
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steepness * d.y * cos(f),
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1.0 - steepness * d.y * d.y * sin(f)
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);
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return vec3(
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d.x * a * cos(f),
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a * sin(f),
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d.y * a * cos(f)
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);
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}
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void main(void) {
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vec4 worldPos = model * vec4(positionAttr.xyz, 1.0);
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vec2 pos = worldPos.xy;
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float time = uTime * 0.001;
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vec3 displacement = vec3(0.0);
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vec3 tangent = vec3(1.0, 0.0, 0.0);
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vec3 binormal = vec3(0.0, 0.0, 1.0);
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vec3 t, b;
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// Wave 1 - Primary large wave
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displacement += gerstnerWave(pos, time, vec2(1.0, 0.3), 0.25, 4.0, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0);
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binormal += b - vec3(0.0, 0.0, 1.0);
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// Wave 2 - Secondary wave at different angle
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displacement += gerstnerWave(pos, time, vec2(0.5, 1.0), 0.15, 2.5, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0);
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binormal += b - vec3(0.0, 0.0, 1.0);
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// Wave 3 - Smaller detail wave
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displacement += gerstnerWave(pos, time, vec2(-0.3, 0.7), 0.1, 1.5, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0);
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binormal += b - vec3(0.0, 0.0, 1.0);
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// Wave 4 - Tiny ripples
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displacement += gerstnerWave(pos, time, vec2(0.8, -0.4), 0.08, 0.8, t, b);
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tangent += t - vec3(1.0, 0.0, 0.0);
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binormal += b - vec3(0.0, 0.0, 1.0);
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// Apply displacement - Gerstner displaces horizontally (x,z) and vertically (y)
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worldPos.x += displacement.x;
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worldPos.y += displacement.z;
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worldPos.z += displacement.y;
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// Calculate normal from tangent and binormal
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vec3 normal = normalize(cross(binormal, tangent));
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// Swap components to match our coordinate system (z is up)
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v_normal = vec3(normal.x, normal.z, normal.y);
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gl_Position = projection * view * worldPos;
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v_fragPos = worldPos.xyz;
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}
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</script>
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<script id="sky-fs" type="x-shader/x-fragment">
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precision mediump float;
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varying vec3 fragPos;
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void main(void) {
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gl_FragColor = vec4(fragPos,1.0);
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}
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</script>
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<script id="sky-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 testModel;
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varying vec3 fragPos;
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void main(void) {
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gl_PointSize = 10.;
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gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
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fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
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}
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</script>
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</head>
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<body>
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<canvas id="window"></canvas>
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<div id="controls">
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<h3>🌊 Ocean Controls</h3>
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<div class="control-group">
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<strong>Camera Rotation:</strong><br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
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</div>
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<div class="control-group">
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<strong>Zoom:</strong><br>
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<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
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</div>
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<div class="control-group">
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<strong>Mouse:</strong> Click and drag to rotate
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</div>
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<div class="control-group">
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<strong>Reset:</strong> <span class="key">R</span>
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</div>
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<div class="control-group">
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<strong>Toggle Help:</strong> <span class="key">H</span>
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</div>
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<div class="control-group" style="margin-top: 10px; padding-top: 10px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
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<button id="wireframe-toggle" style="background: rgba(255, 255, 255, 0.2); color: white; border: none; padding: 8px 12px; border-radius: 4px; cursor: pointer; width: 100%; font-size: 13px;">Wireframe: OFF</button>
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</div>
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</div>
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<button id="toggle-controls">Toggle Controls (H)</button>
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<div id="fps-counter">FPS: 0</div>
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<script type="module" src="/src/main.ts"></script>
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<script>
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// Toggle controls visibility
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const controls = document.getElementById('controls');
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const toggleBtn = document.getElementById('toggle-controls');
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toggleBtn.addEventListener('click', () => {
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controls.classList.toggle('hidden');
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});
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window.addEventListener('keydown', (evt) => {
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if (evt.key === 'h' || evt.key === 'H') {
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controls.classList.toggle('hidden');
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}
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});
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// Wireframe toggle
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const wireframeBtn = document.getElementById('wireframe-toggle');
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wireframeBtn.addEventListener('click', () => {
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window.dispatchEvent(new CustomEvent('toggleWireframe'));
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});
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</script>
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</body>
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</html> |