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#include "water_model.h"
#include "../webgl_context.h"
#include "../list.h"
#include "../shaders/water_vert.h"
#include "../shaders/water_frag.h"
WaterModel::WaterModel(Vector3 inPosition, Vector3 inSize)
: position(inPosition), size(inSize) {}
WaterModel::~WaterModel() { unload(); }
void WaterModel::setSun(Vector3 direction, Vector4 color) {
sunDir = direction.normalize();
sunColor = color.toVector3();
}
void WaterModel::load(WebglContext* inContext) {
context = inContext;
shader = loadShader(shader_water_vert, shader_water_frag);
useShader(shader);
attributes.position = getShaderAttribute(shader, "position");
uniforms.projection = getShaderUniform(shader, "projection");
uniforms.view = getShaderUniform(shader, "view");
uniforms.model = getShaderUniform(shader, "model");
uniforms.time = getShaderUniform(shader, "time");
uniforms.amplitude = getShaderUniform(shader, "amplitude");
uniforms.cameraPos = getShaderUniform(shader, "cameraPos");
uniforms.sunDir = getShaderUniform(shader, "sunDir");
uniforms.sunColor = getShaderUniform(shader, "sunColor");
// Camera: forward almost horizontal with a slight downward pitch so the
// horizon sits near the vertical center and the plane fills the lower half.
cameraPos = Vector3(0.f, 5.f, 20.f);
projection = Mat4x4().getPerspectiveProjection(
0.1f, 1000.f, 0.9f,
static_cast<f32>(context->width) / static_cast<f32>(context->height));
view = Mat4x4().getLookAt(cameraPos, Vector3(0.f, 4.f, -10.f), Vector3(0.f, 1.f, 0.f));
model = Mat4x4().translate(position);
// Sensible defaults; the theme overrides these with the actual sun via setSun().
sunDir = Vector3(0.f, 0.4f, -1.f).normalize();
sunColor = Vector3(1.0f, 0.95f, 0.75f);
// Build the grid in local XZ, centered on the origin, extents from size.
matte::List<Vector2> verts;
matte::List<u32> idx;
verts.allocate((RES + 1) * (RES + 1));
idx.allocate(RES * RES * 6);
for (i32 z = 0; z <= RES; z++) {
for (i32 x = 0; x <= RES; x++) {
f32 fx = ((static_cast<f32>(x) / RES) - 0.5f) * size.x;
f32 fz = ((static_cast<f32>(z) / RES) - 0.5f) * size.z;
verts.add(Vector2(fx, fz));
}
}
const i32 stride = RES + 1;
for (i32 z = 0; z < RES; z++) {
for (i32 x = 0; x < RES; x++) {
u32 tl = z * stride + x;
u32 tr = tl + 1;
u32 bl = (z + 1) * stride + x;
u32 br = bl + 1;
idx.add(tl); idx.add(bl); idx.add(tr);
idx.add(tr); idx.add(bl); idx.add(br);
}
}
numIndices = static_cast<i32>(idx.numElements);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, verts.numElements * sizeof(Vector2), &verts.data[0], GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx.numElements * sizeof(u32), &idx.data[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(attributes.position);
glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (GLvoid*)0);
glBindVertexArray(0);
verts.deallocate();
idx.deallocate();
}
void WaterModel::update(f32 dtSeconds) {
elapsedTime += dtSeconds;
}
void WaterModel::render() {
useShader(shader);
// Opaque, depth-tested. Wipe the depth buffer first: the 2D sun was drawn at
// z=0 (nearest) with depth writes on, so without this the LEQUAL test would
// reject every perspective water fragment. Clearing depth (not color) lets the
// opaque water paint over the lower half of the sun while still self-occluding.
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
setShaderMat4(uniforms.projection, projection);
setShaderMat4(uniforms.view, view);
setShaderMat4(uniforms.model, model);
setShaderFloat(uniforms.time, elapsedTime);
setShaderFloat(uniforms.amplitude, size.y);
glUniform3f(uniforms.cameraPos, cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(uniforms.sunDir, sunDir.x, sunDir.y, sunDir.z);
glUniform3f(uniforms.sunColor, sunColor.x, sunColor.y, sunColor.z);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void WaterModel::unload() {
if (vao) { glDeleteVertexArrays(1, &vao); vao = 0; }
if (vbo) { glDeleteBuffers(1, &vbo); vbo = 0; }
if (ebo) { glDeleteBuffers(1, &ebo); ebo = 0; }
if (shader) { glDeleteProgram(shader); shader = 0; }
}
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