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Created December 23, 2013 10:11
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Water simulation using height fields and flow maps
#include "Water.h"
#include <GLFW/glfw3.h>
// --------------------------------------------------------------------------------
int water_get_num_faces(const SMikkTSpaceContext* ctx) {
Water* w = static_cast<Water*>(ctx->m_pUserData);
return w->faces.size();
}
void water_get_position(const SMikkTSpaceContext* ctx, float pos[], const int iface, const int ivert) {
Water* w = static_cast<Water*>(ctx->m_pUserData);
vec3& v = w->vertices[w->faces[iface].indices[ivert]].pos;
pos[0] = v.x;
pos[1] = v.y;
pos[2] = v.z;
}
void water_get_normal(const SMikkTSpaceContext* ctx, float norm[], const int iface, const int ivert) {
Water* w = static_cast<Water*>(ctx->m_pUserData);
vec3& n = w->vertices[w->faces[iface].indices[ivert]].norm;
norm[0] = n.x;
norm[1] = n.y;
norm[2] = n.z;
}
void water_get_texcoord(const SMikkTSpaceContext* ctx, float tex[], const int iface, const int ivert) {
Water* w = static_cast<Water*>(ctx->m_pUserData);
vec2& t = w->vertices[w->faces[iface].indices[ivert]].tex;
tex[0] = t.x;
tex[1] = t.y;
}
void water_set_tspace(const SMikkTSpaceContext* ctx, const float tangent[], const float sign, const int iface, int ivert) {
}
// --------------------------------------------------------------------------------
Water::Water()
:vbo(0)
// ,vbo_els(0)
,vao(0)
,vert(0)
,frag(0)
,prog(0)
,bytes_allocated(0)
,flow_tex(0)
,norm_tex(0)
,noise_tex(0)
,diffuse_tex(0)
,cube_tex(0)
{
memset(u0, 0x00, sizeof(u0));
memset(u1, 0x00, sizeof(u1));
memset(v, 0x00, sizeof(v));
}
bool Water::setup(int w, int h) {
pm.perspective(65.0f, 1280.0f/720.0f, 0.01, 100.0f);
//vm.lookAt(vec3(0.0, 25.0f, 0.0), vec3(0.0,0.0,0.0), vec3(0.0f, 1.0f, 0.0f));
// TEMP
//vm.lookAt(vec3(0.0, 15.0f, 0.0), vec3(0.0,0.0,0.0), vec3(0.0f, 1.0f, 0.0f));
vm.translate(0, -0.4, -5);
vm.print();
// TEMP
vert = rx_create_shader(GL_VERTEX_SHADER, WATER_VS);
frag = rx_create_shader(GL_FRAGMENT_SHADER, WATER_FS);
prog = rx_create_program(vert, frag);
glBindAttribLocation(prog, 0, "a_pos");
glBindAttribLocation(prog, 1, "a_tex");
glBindAttribLocation(prog, 2, "a_norm");
glLinkProgram(prog);
rx_print_shader_link_info(prog);
glUseProgram(prog);
glUniform1i(glGetUniformLocation(prog, "u_norm_tex"), 0);
glUniform1i(glGetUniformLocation(prog, "u_flow_tex"), 1);
glUniform1i(glGetUniformLocation(prog, "u_noise_tex"), 2);
glUniform1i(glGetUniformLocation(prog, "u_diffuse_tex"), 3);
glUniform1i(glGetUniformLocation(prog, "u_cube_tex"), 4);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0); // pos
glEnableVertexAttribArray(1); // tex
glEnableVertexAttribArray(2); // norm
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(WaterVertex), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(WaterVertex), (GLvoid*)12);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(WaterVertex), (GLvoid*)20);
createVertices();
updateVertices();
// glGenBuffers(1, &vbo_els);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_els);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(), &indices[0], GL_STATIC_DRAW);
norm_tex = createTexture("water_normals.png");
flow_tex = createTexture("water_flow.png");
noise_tex = createTexture("water_noise.png");
diffuse_tex = createTexture("water_diffuse.png");
cube_tex = createCubeMap("debug");
if(!setupHeightField()) {
printf("Error: cannot setup the heightfield.\n");
return false;
}
mikk_context.m_pUserData = this;
mikk_context.m_pInterface = &mikk_interface;
mikk_interface.m_getNumFaces = water_get_num_faces;
mikk_interface.m_getNumVerticesOfFace = water_get_num_vertices_of_face;
mikk_interface.m_getPosition = water_get_position;
mikk_interface.m_getNormal = water_get_normal;
mikk_interface.m_getTexCoord = water_get_texcoord;
mikk_interface.m_setTSpaceBasic = water_set_tspace;
return true;
}
bool Water::setupHeightField() {
for(int j = 0; j < FIELD_N; ++j) {
for(int i = 0; i < FIELD_N; ++i) {
int dx = j * FIELD_N + i;
if(i > 20 && i < 50 && j > 10 && j < 40) {
// u0[dx] = sin(float(j)/FIELD_N) * 4.3; // rx_random(0.1f, 0.2f);
u0[dx]= -2.9f;
}
v[dx] = 0.0f;
}
}
return true;
}
void Water::testFlowFieldForce() {
setupHeightField();
}
// See here for a version which applies a force:
// https://gist.github.com/roxlu/0cb3f8d2cf17b2bbef66
void Water::addDrop(int col, int row) {
assert(col < FIELD_N);
assert(row < FIELD_N);
setupHeightField();
}
void Water::createVertices() {
int grid_size = FIELD_N;
float size = 0.2;
float hs = size * (grid_size-1) * 0.5;
tmp_vertices.clear();
tmp_vertices.assign(grid_size * grid_size, WaterVertex());
//std::vector<WaterVertex> verts;
//verts.assign(grid_size * grid_size, WaterVertex());
for(int j = 0; j < grid_size; ++j) {
for(int i = 0; i < grid_size; ++i) {
int dx = j * grid_size + i;
WaterVertex& v = tmp_vertices[dx];
v.pos.set(-hs + (i * size), 0.0, -hs + (j * size));
v.tex.set(float(i)/(grid_size-1), float(j)/(grid_size-1));
v.norm.set(0.0f, 1.0f, 0.0f);
}
}
}
void Water::updateVertices() {
// triangulate
vertices.clear();
faces.clear();
indices.clear();
for(int j = 0; j < FIELD_N - 1; ++j) {
for(int i = 0; i < FIELD_N - 1; ++i) {
GLuint a = ((j + 0) * FIELD_N) + (i + 0); // bottom left
GLuint b = ((j + 0) * FIELD_N) + (i + 1); // bottom right
GLuint c = ((j + 1) * FIELD_N) + (i + 1); // top right
GLuint d = ((j + 1) * FIELD_N) + (i + 0); // top left
int tri = vertices.size();
vertices.push_back(tmp_vertices[a]);
vertices.push_back(tmp_vertices[b]);
vertices.push_back(tmp_vertices[c]);
vertices.push_back(tmp_vertices[a]);
vertices.push_back(tmp_vertices[c]);
vertices.push_back(tmp_vertices[d]);
WaterFace fa(tri,tri+1,tri+2);
WaterFace fb(tri+3,tri+4,tri+5);
faces.push_back(fa);
faces.push_back(fb);
}
}
// update GL
glBindBuffer(GL_ARRAY_BUFFER, vbo);
size_t needed = sizeof(WaterVertex) * vertices.size();
if(needed > bytes_allocated) {
glBufferData(GL_ARRAY_BUFFER, needed, vertices[0].pos.ptr(), GL_STATIC_DRAW);
bytes_allocated = needed;
}
else {
glBufferSubData(GL_ARRAY_BUFFER, 0, needed, vertices[0].pos.ptr());
}
}
void Water::applyHeightFieldToWater() {
if(!vertices.size() || vertices.size() < FIELD_NN) {
printf("Error: not enough vetices.\n");
return;
}
for(int j = 0; j < FIELD_N; ++j) {
for(int i = 0; i < FIELD_N; ++i) {
int dx = j * FIELD_N + i;
tmp_vertices[dx].pos.y = u0[dx];
}
}
}
void Water::calculateNormals() {
return;
assert(faces.size());
// @todo - fix borders
for(int i = 1; i < FIELD_N-1; ++i) {
for(int j = 1; j < FIELD_N-1; ++j) {
int dx_current = ((j + 0) * FIELD_N) + (i + 0);
int dx_left = ((j + 0) * FIELD_N) + (i - 1);
int dx_right = ((j + 0) * FIELD_N) + (i + 1);
int dx_bottom = ((j - 1) * FIELD_N) + (i + 0);
int dx_top = ((j + 1) * FIELD_N) + (i + 0);
vec3& n = vertices[dx_current].pos;
vec3& a = vertices[dx_left].pos;
vec3& b = vertices[dx_right].pos;
vec3& c = vertices[dx_top].pos;
vec3& d = vertices[dx_bottom].pos;
vec3& center = vertices[dx_current].pos;
vec3& left = vertices[dx_left].pos;
vec3& right = vertices[dx_right].pos;
vec3& top = vertices[dx_top].pos;
vec3& bottom = vertices[dx_bottom].pos;
vec3 to_top = top - center;
vec3 to_right = right - center;
vec3 to_bottom = bottom - center;
vec3 to_left = left - center;
vec3 c1 = (cross(to_top, to_right));
vec3 c2 = (cross(to_left, to_top));
vec3 c3 = (cross(to_top, to_bottom));
vec3 c4 = (cross(to_bottom, to_right));
vertices[dx_current].norm = (c1 + c2 + c3 + c4) * 0.25;
}
}
#if 0
// Calculate the normals per face
for(size_t i = 0; i < faces.size(); ++i) {
WaterFace& face = faces[i];
vec3& pos_a = vertices[face.a].pos;
vec3& pos_b = vertices[face.b].pos;
vec3& pos_c = vertices[face.c].pos;
vec3 ab = pos_a - pos_b;
vec3 ac = pos_c - pos_a;
face.norm = normalized(cross(ab, ac));
}
// Average normals
// @todo
// Set normals
// @todo - wrong implementation now
for(size_t i = 0; i < faces.size(); ++i) {
WaterFace& face = faces[i];
vertices[face.a].norm = face.norm;
vertices[face.b].norm = face.norm;
vertices[face.c].norm = face.norm;
}
#endif
}
// takes too long
void Water::calculateTangents() {
return;
double n = glfwGetTime();
genTangSpaceDefault(&mikk_context);
double dt = glfwGetTime() - n;
printf("Took: %f\n", dt);
}
void Water::update(float dt) {
updateHeightField(dt);
applyHeightFieldToWater();
calculateNormals();
calculateTangents();
updateVertices();
}
void Water::updateHeightField(float dt) {
float c = 1.0;
float max_c = (1.0 / dt);
if(c > max_c) {
printf("Warning: invalid C value\n");
return;
}
dt = dt * 4.9;
for(int j = 1; j < FIELD_N - 1; ++j) {
for(int i = 1; i < FIELD_N - 1; ++i) {
int current = ((j + 0) * FIELD_N) + (i + 0);
int right = ((j + 0) * FIELD_N) + (i + 1);
int left = ((j + 0) * FIELD_N) + (i - 1);
int top = ((j + 1) * FIELD_N) + (i + 0);
int bottom = ((j - 1) * FIELD_N) + (i + 0);
float f = (c*c) * ((u0[right] + u0[left] + u0[bottom] + u0[top])) - (4.0 * u0[current]) ;
if(f > 0.1) {
f = 0.1;
}
else if(f < -0.1) {
f = -0.1;
}
v[current] = v[current] + f * dt;
u1[current] = u0[current] + v[current] * dt;
v[current] *= 0.995;
}
}
memcpy(u0, u1, sizeof(u0));
}
void Water::draw(){
static float t = 0.0;
float time0 = ((fmod(t, 1.0)));
float time1 = ((fmod(t + 0.5, 1.0)));
t += 0.001;
glEnable(GL_DEPTH_TEST);
glUseProgram(prog);
glBindVertexArray(vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, norm_tex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, flow_tex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, noise_tex);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, diffuse_tex);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_tex);
glUniform1f(glGetUniformLocation(prog, "u_time"), t);
glUniform1f(glGetUniformLocation(prog, "u_time0"), time0);
glUniform1f(glGetUniformLocation(prog, "u_time1"), time1);
glUniformMatrix4fv(glGetUniformLocation(prog, "u_pm"), 1, GL_FALSE, pm.ptr());
glUniformMatrix4fv(glGetUniformLocation(prog, "u_vm"), 1, GL_FALSE, vm.ptr());
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, NULL);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
}
GLuint Water::createTexture(std::string filename) {
int w, h, n;
unsigned char* pix;
if(!rx_load_png(rx_to_data_path(filename), &pix, w, h, n)) {
printf("Error: cannot find: %s\n", filename.c_str());
return 0;
}
GLuint tex;
GLenum format = GL_RGB;
if(n == 4) {
format = GL_RGBA;
}
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, format, GL_UNSIGNED_BYTE, pix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
printf("Texture, w: %d, h: %d, n: %d\n", w, h, n);
delete[] pix;
pix = NULL;
return tex;
}
GLuint Water::createCubeMap(std::string prefix) {
std::string names[] = {"_xpos.png", "_xneg.png", "_ypos.png", "_yneg.png", "_zpos.png", "_zneg.png" };
GLenum cube[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
int w, h, n = 0;
unsigned char* pix = NULL;
GLenum format = GL_RGBA;
for(int i = 0; i < 6; ++i) {
std::string filepath = rx_to_data_path(prefix +names[i]);
if(!rx_load_png(filepath, &pix, w, h, n)) {
printf("Error: cannot load: %s\n", filepath.c_str());
::exit(EXIT_FAILURE);
}
if(n == 3) {
format = GL_RGB;
}
else if(n == 4) {
format = GL_RGBA;
}
printf("%s, %d x %d x %d\n", filepath.c_str(), w, h, n);
glTexImage2D(cube[i], 0, GL_RGBA, w, h, 0, format, GL_UNSIGNED_BYTE, pix);
delete[] pix;
pix = NULL;
}
// glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
return tex;
}
#ifndef WATER_H
#define WATER_H
// Guild Wars - http://www.youtube.com/watch?v=GlwvxNuhCIs
// Guild Wars - http://www.youtube.com/watch?v=8tRlHa4E32Y
// Guild Wars NICE! - http://www.youtube.com/watch?feature=player_detailpage&v=Xm4h2l2CkwU#t=24
// Real time flow map creation - http://vimeo.com/57182020
// From Dust, nice shores + water - http://www.youtube.com/watch?v=rTrPyMYdjJM
// From Dust, - http://www.youtube.com/watch?v=LVjkgPlKu1g
// From Dust (same as above, water drop - http://www.youtube.com/watch?feature=player_detailpage&v=LVjkgPlKu1g#t=592
// OpenGL, water color rendering - http://www.bonzaisoftware.com/tnp/gl-water-tutorial/#op
// Normal calc in shader - http://stackoverflow.com/questions/5281261/generating-a-normal-map-from-a-height-map
// Normal calc heightfield - http://archive.gamedev.net/archive/reference/programming/features/normalheightfield/index.html
// Normal calc 2: - http://www.flipcode.com/archives/Calculating_Vertex_Normals_for_Height_Maps.shtml
// Caustics from height fields: - http://research.cs.tamu.edu/keyser/Papers/CausticsCGI09.pdf
// v0.0.0.8 - https://gist.github.com/roxlu/06e3c60a587344ad2079 - working diffuse lighting
// v0.0.0.7 - https://gist.github.com/roxlu/3439fd568e9aaeae8b79 - working animated normals
// v0.0.0.2 - https://gist.github.com/roxlu/f232fae0ad07ed8c8b89
#define ROXLU_USE_OPENGL
#define ROXLU_USE_MATH
#define ROXLU_USE_PNG
#include <tinylib.h>
#include <vector>
extern "C" {
# include "mikktspace.h"
}
#define FIELD_N 128
#define FIELD_NN (FIELD_N * FIELD_N)
struct WaterVertex {
WaterVertex(){}
vec3 pos;
vec2 tex;
vec3 norm;
};
struct WaterFace {
WaterFace():a(0),b(0),c(0){}
WaterFace(int a, int b, int c):a(a),b(b),c(c){ indices[0] = a; indices[1] = b; indices[2] = c;}
int a,b,c;
vec3 norm;
int indices[3];
};
static const char* WATER_VS = ""
"#version 150\n"
"uniform float u_time;"
"uniform mat4 u_pm;"
"uniform mat4 u_vm;"
"in vec4 a_pos;"
"in vec2 a_tex;"
"in vec3 a_norm;"
"out vec2 v_tex;"
"out vec3 v_norm;"
"out vec3 v_view_pos;"
"out vec3 v_world_pos;"
"void main() {"
" gl_Position = u_pm * u_vm * a_pos;"
" v_tex = a_tex;"
" v_norm = a_norm;"
" v_world_pos = a_pos.xyz;"
" v_view_pos = vec3(u_vm * a_pos);"
"}"
"";
static const char* WATER_FS = ""
"#version 150\n"
"uniform mat4 u_vm;"
"uniform sampler2D u_norm_tex;"
"uniform sampler2D u_flow_tex;"
"uniform sampler2D u_noise_tex;"
"uniform sampler2D u_diffuse_tex;"
"uniform samplerCube u_cube_tex;"
"uniform float u_time;"
"uniform float u_time0;"
"uniform float u_time1;"
"out vec4 fragcolor;"
"in vec2 v_tex;"
"in vec3 v_norm;"
"in vec3 v_view_pos;"
"in vec3 v_world_pos;"
"void main() {"
// flow map
" fragcolor = vec4(1.0, 0.0, 0.0, 1.0);"
" vec4 norm_color = texture(u_norm_tex, v_tex);"
" vec4 flow_color = texture(u_flow_tex, v_tex);"
" vec4 noise_color = texture(u_noise_tex, v_tex);"
" vec4 diffuse_color = texture(u_diffuse_tex, v_tex);"
" vec2 flow = flow_color.rg;"
" float cycle_offset = noise_color.r;"
" float phase0 = (cycle_offset * 0.1 + u_time0);"
" float phase1 = (cycle_offset * 0.1 + u_time1);"
" float tex_scale = 1.0;"
" vec2 texcoord0 = (v_tex * tex_scale) + (flow * phase0);"
" vec2 texcoord1 = (v_tex * tex_scale) + (flow * phase1);"
" vec3 normal0 = texture(u_norm_tex, texcoord0).rgb;"
" vec3 normal1 = texture(u_norm_tex, texcoord1).rgb;"
" float lerp = abs((0.5 - u_time0)) / 0.5;"
" vec3 offset = (mix(normal0, normal1, lerp));"
" offset = normalize(offset);" // do we need to normalize? Possibly because else it will be weighter differently when we add v_norm
" offset = normalize(v_norm + offset);"
" offset = -1.0 + 2.0 * offset;"
" vec3 diffuse0 = texture(u_diffuse_tex, texcoord0).rgb;"
" vec3 diffuse1 = texture(u_diffuse_tex, texcoord1).rgb;"
" diffuse_color.rgb = (mix(diffuse0, diffuse1, lerp));"
#if 0
" fragcolor.rgb = offset;"
" fragcolor.rgb = diffuse_color.rgb;"
" fragcolor.rgb = 0.5 + 0.5 * offset;"
" fragcolor.rgb = normalize(v_norm);"
#else
// create the tangent space
" vec3 tang = normalize(mat3(u_vm) * vec3(0.0, 0.0, 1.0));"
" vec3 norm = normalize(mat3(u_vm) * offset);"
" vec3 binorm = normalize(cross(tang, norm));"
" mat3 to_tang = mat3("
" tang.x, binorm.x, norm.x, "
" tang.y, binorm.y, norm.y, "
" tang.z, binorm.z, norm.z);"
" vec3 light = vec3(0.0, 100.0, 0.0);"
" vec3 pos = mat3(u_vm) * v_world_pos;"
" vec3 light_dir = normalize(to_tang * (light - pos));"
" vec3 view_dir = to_tang * normalize(-pos);"
" vec3 r = reflect(-light_dir, norm);"
" float sdn = max(dot(light_dir, norm), 0.0);"
" vec3 spec = vec3(0.0);"
" if(sdn > 0.0) {"
" spec = vec3(1.0) * pow(max(dot(r, view_dir), 0.0), 0.3);"
" }"
" fragcolor.rgb = diffuse_color.rgb + 1.5 * sdn * vec3(1.0, 0.0, 0.0) + spec * 0.5;"
// " fragcolor.rgb = spec;"
// " fragcolor.rgb = vec3(1.0, 0.0, 0.0) * (sdn);"
#if 0
// convert everything to eye space
" vec3 norm_eye = mat3(u_vm) * offset;"
" vec3 pos_eye = mat3(u_vm) * v_world_pos;"
" vec3 light_world_a = vec3(10.0, -100.0, sin(u_time) * 10.0);"
" vec3 light_world_a_eye = mat3(u_vm) * light_world_a;"
" vec3 dir_to_light_a = normalize(light_world_a_eye - pos_eye);"
" float ndl_a = max(dot(dir_to_light_a, norm_eye), 0.0);"
" vec3 light_color = vec3(1.0, 0.0, 0.0) * ndl_a; "
// specular
" vec3 dir_from_light_eye = normalize(pos_eye - light_world_a_eye);"
" vec3 reflected = normalize(reflect(dir_from_light_eye, norm_eye));"
" float sdn = max(dot(dir_from_light_eye, norm_eye), 0.0);"
" vec3 spec_color = vec3(0.0);"
" if(sdn > 0.0) { "
" spec_color = pow(max(dot(reflected, normalize(pos_eye)), 0.0), 4.0) * vec3(1.0);"
" }"
// cubemap
" vec3 cam_pos_world = vec3(0.0, 10.0, 0.0);"
" vec3 dir_to_cam_world = normalize(cam_pos_world - v_world_pos);"
" vec3 refract_world = refract(-dir_to_cam_world, offset, 1.333);"
" vec3 refract_color = texture(u_cube_tex, refract_world).rgb;"
" vec3 shaded_color = diffuse_color.rgb + light_color * 0.5 + spec_color * 0.1;"
" fragcolor.rgb = shaded_color;"
#endif
#if 0
" if(gl_FragCoord.y < 384) {"
" fragcolor.rgb = spec_color;"
// " fragcolor.rgb = ndl_a * vec3(1.0);"
// " fragcolor.rgb = normalize(v_norm);"
" }"
#endif
//" fragcolor.r = v_world_pos.y;"
// " vec3 shaded_color = diffuse_color.rgb + light_color * 0.4 + spec_color * 0.6 + refract_color * 0.3;"
" fragcolor.rgb = vec3(1.0, 0.0, 0.0);"
//" fragcolor.rgb = 0.5 + 0.5 * offset;"
//"fragcolor.rgb = spec_color;"
#endif
"}"
"";
// -----------------------------------------------------------
int water_get_num_faces(const SMikkTSpaceContext* ctx);
inline int water_get_num_vertices_of_face(const SMikkTSpaceContext* ctx, int iface) { return 3; }
void water_get_position(const SMikkTSpaceContext* ctx, float pos[], const int iface, const int ivert);
void water_get_normal(const SMikkTSpaceContext* ctx, float norm[], const int iface, const int ivert);
void water_get_texcoord(const SMikkTSpaceContext* ctx, float tex[], const int iface, const int ivert);
void water_set_tspace(const SMikkTSpaceContext* ctx, const float tangent[], const float sign, const int iface, const int ivert);
// -----------------------------------------------------------
class Water {
public:
Water();
bool setup(int w, int h);
void update(float dt);
void draw();
void testFlowFieldForce();
void addDrop(int col, int row);
private:
/* Water simulation */
void createVertices();
void updateVertices();
void calculateNormals();
GLuint createTexture(std::string filename);
GLuint createCubeMap(std::string prefix);
/* Height field */
bool setupHeightField();
void updateHeightField(float dt);
void applyHeightFieldToWater();
/* Tangent space */
void calculateTangents();
public:
/* Water simulation */
std::vector<WaterVertex> tmp_vertices;
std::vector<WaterVertex> vertices;
std::vector<WaterFace> faces;
std::vector<GLuint> indices;
size_t bytes_allocated;
mat4 pm;
mat4 vm;
GLuint vbo;
//GLuint vbo_els;
GLuint vao;
GLuint vert;
GLuint frag;
GLuint prog;
GLuint flow_tex;
GLuint norm_tex;
GLuint noise_tex;
GLuint diffuse_tex;
GLuint cube_tex;
/* Height field */
float u0[FIELD_NN];
float u1[FIELD_NN];
float v[FIELD_NN];
/* Normal and tangent space. */
SMikkTSpaceContext mikk_context;
SMikkTSpaceInterface mikk_interface;
};
#endif
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