509 lines
18 KiB
TypeScript
509 lines
18 KiB
TypeScript
import { vec3, mat4 } from 'gl-matrix';
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import { ICamera } from './ICamera';
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import { OrbitalCamera } from './Camera';
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import { FPSCamera } from './FPSCamera';
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import { Grid } from './Grid';
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import { Skybox } from './Skybox';
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import { createProgram } from './Shader';
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import * as Config from './constants';
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var gl: WebGL2RenderingContext;
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var viewportWidth = 0;
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var viewportHeight = 0;
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/** A camera that always looks at the world origin. Can have an offset and be rotated. */
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// Moved to Camera.ts
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/** Init OpenGL and gets the viewport/canvas sizes */
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function initGL(canvas: HTMLCanvasElement) {
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// Helper function for canvas resize
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const updateCanvasSize = (canvas: HTMLCanvasElement) => {
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const displayWidth = window.innerWidth;
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const displayHeight = window.innerHeight;
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if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
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canvas.width = displayWidth;
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canvas.height = displayHeight;
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viewportWidth = displayWidth;
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viewportHeight = displayHeight;
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if (gl) {
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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}
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}
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};
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var gltemp;
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try {
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gltemp = canvas.getContext("webgl2");
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if (!gltemp)
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gltemp = canvas.getContext("experimental-webgl2");
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if (gltemp != null) {
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updateCanvasSize(canvas);
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}
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} catch (e) {
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}
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// Not the best error detection logic.
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// Redirect to http://get.webgl.org in failure case.
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if (gltemp == null) {
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console.error("Unable to initialize WebGL2. Your browser or machine may not support it.");
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return;
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}
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gl = <WebGL2RenderingContext>gltemp;
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//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
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if (!gl.getExtension('EXT_color_buffer_float')) {
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console.error("32Bit/16Bit single Color render Buffers not available.");
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} //allow 16bit texture as framebuffer target
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gl.enable(gl.DEPTH_TEST);
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return updateCanvasSize;
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}
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/** Update canvas size to fill window */
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// Moved inline below
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/** Grid for the watersurface */
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// Moved to Grid.ts
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/** Init Geometry for a Triangle */
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var VBO: WebGLBuffer | null = null;
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function initGeometry() {
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VBO = gl.createBuffer();
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//Vertex data represent fullscreen quad in NDC-Space
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// X, Y, Z, U, V
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let vertexData = [-1.0, -1.0, 0.0, /*BOTTOM LEFT*/ 0.0, 0.0,
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1.0, -1.0, 0.0, /*BOTTOM RIGHT*/ 1.0, 0.0,
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-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
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1.0, -1.0, 0.0, /*BOTTOM RIGHT */ 1.0, 0.0,
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-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
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1.0, 1.0, 0.0, /*TOP RIGHT */ 1.0, 1.0
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];
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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}
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/** Get shader source by HTML-Element<id> */
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// Moved to Shader.ts
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/** Init all Shaders that are needed */
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var perlinNoiseProgram: WebGLProgram | null;
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var defaultProgram: WebGLProgram | null;
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var textureProgram: WebGLProgram | null;
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var skyProgram: WebGLProgram | null;
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function initShaders() {
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perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
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defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
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textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
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skyProgram = createProgram(gl, "sky-vs", "sky-fs", "Sky");
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}
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/** Init an FBO used for the first render pass / perlin noise */
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var perlinNoiseFBO: WebGLFramebuffer | null = null;
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var textureFBO: WebGLTexture | null = null;
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var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
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var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
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function initFBO() {
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perlinNoiseFBO = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
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// Add attachments
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textureFBO = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, textureFBO); //last 3 parameter not intertesting becuase we are not supplying data
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, perlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
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// set the filtering so we don't need mips
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
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console.log("Framebuffer creation failed.");
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Reset to default framebuffer
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}
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/** Update/Draw function.*/
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/** Framerate measurement variables */
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var timeSpent = 0.0;
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var lastTime = new Date().getTime();
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var counter = 0.0;
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var fps = 0;
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var fpsDisplay: HTMLElement | null = null;
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/** Input states*/
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var mouseXVel = 0;
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var mouseYVel = 0;
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var keyboardRotationX = 0;
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var keyboardRotationY = 0;
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var keyboardZoom = 0;
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var keysPressed: Set<string> = new Set();
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/** Objects and states*/
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var camera: ICamera;
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var orbitalCamera: OrbitalCamera;
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var fpsCamera: FPSCamera;
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var oceanGrid: Grid;
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var skybox: Skybox;
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var curRotX = Config.CAMERA_DEFAULT_ROT_X;
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var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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/** Camera modes */
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var cameraMode: 'orbital' | 'fps' = 'fps';
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var moveSpeed = 0.15;
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var fastMoveSpeed = 0.4;
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/** Rendering modes */
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var wireframeMode = false;
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function drawScene() {
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fps++;
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let now = new Date();
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let delta = now.getTime() - lastTime;
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timeSpent += delta;
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if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
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counter = 0;
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if (fpsDisplay) {
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fpsDisplay.textContent = `FPS: ${fps}`;
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}
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fps = 0;
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}
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lastTime = now.getTime();
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// Two Rendering passes. The first one generates a perlin noise
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// texture. Second one uses the textur for vertex displacement
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// of a grid representing the water surface.
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//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
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gl.viewport(0, 0, perlinNoiseFBOWidth, perlinNoiseFBOHeight);
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//Clear buffer content
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gl.clearColor(1.0, 1.0, 1.0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
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// Disable face culling for fullscreen quad
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gl.disable(gl.CULL_FACE);
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//draw a fullscreen quad
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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// There are 7 floating-point values per vertex
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let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
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// Set up position stream
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
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gl.enableVertexAttribArray(1);
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gl.useProgram(perlinNoiseProgram);
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let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
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gl.uniform1f(uTime, timeSpent);
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gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw fullscreen quad
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}
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//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.activeTexture(gl.TEXTURE0); //Binds the texture to 0
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gl.bindTexture(gl.TEXTURE_2D, textureFBO);
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var projection = mat4.create();
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mat4.identity(projection);
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mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
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// Handle camera movement and rotation based on mode
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if (cameraMode === 'fps') {
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// FPS camera - direct movement
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camera = fpsCamera;
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handleFPSCameraMovement();
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// Apply mouse rotation for FPS mode
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if (mouseXVel !== 0 || mouseYVel !== 0) {
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fpsCamera.rotate(mouseXVel, mouseYVel);
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mouseXVel = 0;
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mouseYVel = 0;
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}
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} else {
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// Orbital camera - original behavior
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camera = orbitalCamera;
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orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
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orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
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orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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}
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var view = camera.getViewMatrix();
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// Sun direction (matches the one in ocean shader)
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const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
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vec3.normalize(sunDirection, sunDirection);
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// Draw skybox first with depth test disabled (always behind everything)
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gl.depthMask(false);
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gl.disable(gl.DEPTH_TEST);
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gl.disable(gl.CULL_FACE); // Disable face culling for skybox (we're inside)
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gl.useProgram(skyProgram);
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let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view");
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gl.uniformMatrix4fv(sky_view_loc, false, view);
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let sky_projection_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "projection");
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gl.uniformMatrix4fv(sky_projection_loc, false, projection);
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let sky_sun_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "uSunDirection");
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gl.uniform3fv(sky_sun_loc, sunDirection);
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skybox.draw(gl);
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gl.enable(gl.DEPTH_TEST);
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gl.depthMask(true);
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gl.enable(gl.CULL_FACE); // Re-enable face culling for ocean
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gl.cullFace(gl.BACK); // Cull back faces for ocean
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var model = mat4.create();
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mat4.identity(model);
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let translationCentering = vec3.create();
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vec3.set(translationCentering, -0.5, -0.5, 0.0);
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mat4.translate(model, model, translationCentering); //1. First Center the Surface in the origin.
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gl.useProgram(defaultProgram);
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let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
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gl.uniformMatrix4fv(view_loc, false, view);
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let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model");
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gl.uniformMatrix4fv(model_loc, false, model);
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let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
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gl.uniformMatrix4fv(projection_loc, false, projection);
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let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
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gl.uniform3fv(eye_loc, camera.pos);
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//let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
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//gl.uniform1f(uTime_loc, timeSpent);
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let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "displace_map");
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gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0
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// Draw ocean grid with wireframe mode if enabled
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if (wireframeMode) {
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gl.lineWidth(1.0);
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}
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oceanGrid.draw(gl, wireframeMode);
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}
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requestAnimationFrame(drawScene);
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}
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/** Handle FPS camera movement */
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function handleFPSCameraMovement() {
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const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
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// WASD for horizontal movement
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if (keysPressed.has('w') || keysPressed.has('W')) {
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fpsCamera.moveForward(speed);
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}
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if (keysPressed.has('s') || keysPressed.has('S')) {
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fpsCamera.moveForward(-speed);
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}
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if (keysPressed.has('a') || keysPressed.has('A')) {
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fpsCamera.moveRight(-speed);
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}
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if (keysPressed.has('d') || keysPressed.has('D')) {
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fpsCamera.moveRight(speed);
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}
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// Q/E for vertical movement
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if (keysPressed.has('q') || keysPressed.has('Q')) {
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fpsCamera.moveUp(-speed);
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}
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if (keysPressed.has('e') || keysPressed.has('E')) {
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fpsCamera.moveUp(speed);
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}
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// Space to go up, Ctrl to go down
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if (keysPressed.has(' ')) {
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fpsCamera.moveUp(speed);
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}
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if (keysPressed.has('Control')) {
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fpsCamera.moveUp(-speed);
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}
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}
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/** Handle keyboard input for camera controls */
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function handleKeyboardInput() {
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keyboardRotationX = 0;
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keyboardRotationY = 0;
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if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
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keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
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}
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if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
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keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
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}
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if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
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keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
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}
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if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
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keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
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}
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if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
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keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
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}
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if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
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keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
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}
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}
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function main() {
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const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
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fpsDisplay = document.getElementById("fps-counter");
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const updateCanvasSize = initGL(canvas);
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if (!updateCanvasSize) {
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console.error("Failed to initialize WebGL");
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return;
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}
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var drag = false;
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var previousPosX: number | null;
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var previousPosY: number | null;
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canvas.addEventListener('mousedown', function (evt) {
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drag = true;
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}, false);
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canvas.addEventListener('mousemove', function (evt) {
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if (drag) {
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if (previousPosX == null || previousPosY == null) {
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previousPosX = evt.x;
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previousPosY = evt.y;
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}
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var mousePosX = evt.x;
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var mousePosY = evt.y;
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mouseXVel = (mousePosX - previousPosX);
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mouseYVel = (mousePosY - previousPosY);
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previousPosX = mousePosX;
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previousPosY = mousePosY;
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}
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}, false);
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var deactivateMouseMovement = function () {
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previousPosX = null;
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previousPosY = null;
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mouseXVel = 0.0;
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mouseYVel = 0.0;
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drag = false;
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}
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canvas.addEventListener('mouseup', deactivateMouseMovement, false);
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canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
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// Keyboard controls
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window.addEventListener('keydown', (evt) => {
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keysPressed.add(evt.key);
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// Toggle camera mode with 'C' key
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if (evt.key === 'c' || evt.key === 'C') {
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cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
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console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
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// Update FPS display to show camera mode
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if (fpsDisplay) {
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const modeText = document.createElement('div');
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modeText.id = 'camera-mode';
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modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
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modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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const existingMode = document.getElementById('camera-mode');
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if (existingMode) {
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existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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} else {
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document.body.appendChild(modeText);
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}
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}
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}
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// Reset camera on 'R' key
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if (evt.key === 'r' || evt.key === 'R') {
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if (cameraMode === 'fps') {
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fpsCamera = new FPSCamera(); // Reset to initial FPS position
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camera = fpsCamera;
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console.log('Camera reset to FPS default position');
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} else {
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curRotX = Config.CAMERA_DEFAULT_ROT_X;
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curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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keyboardZoom = 0;
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console.log('Camera reset to orbital default position');
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}
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}
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// Prevent default for space to avoid page scroll
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if (evt.key === ' ' && cameraMode === 'fps') {
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evt.preventDefault();
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}
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// Wireframe toggle with F key
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if (evt.key === 'f' || evt.key === 'F') {
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wireframeMode = !wireframeMode;
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console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
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}
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// Handle orbital camera keyboard input
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if (cameraMode === 'orbital') {
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handleKeyboardInput();
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}
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});
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window.addEventListener('keyup', (evt) => {
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keysPressed.delete(evt.key);
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if (cameraMode === 'orbital') {
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handleKeyboardInput();
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}
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});
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// Window resize handler
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window.addEventListener('resize', () => {
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updateCanvasSize(canvas);
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});
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// Camera mode toggle from UI controls
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window.addEventListener('toggleCameraMode', () => {
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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(); |