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# WebGL Water
# https://madebyevan.com/webgl-water/
# Copyright 2011 Evan Wallace
# Released under the MIT license
import random
import math
import moderngl
import moderngl_window as mglw
from light_gl import *
from light_raytracer import *
from water import *
from renderer import *
from enum import IntEnum
class EventMode(IntEnum):
NoEvent = 0,
MoveCamera = 1,
MoveSpahere = 2,
AddDrop = 3,
class WaterMain(mglw.WindowConfig):
""" coordinate
| y
|
| x
+--------
/
/z
"""
title = "ModernGL Water"
gl_version = (3, 3)
window_size = (1280, 720)
aspect_ratio = 16 / 9
resizable = True
@property
def angle_y(self):
return self._angle_y
@angle_y.setter
def angle_y(self, value: float):
self._angle_y = min(89.99, max(-89.99, value))
@property
def eye(self) -> glm.vec3:
rad = glm.vec2(self.angle_x, self.angle_y) / 180 * math.pi
cos_y = math.cos(rad[1])
return glm.normalize(glm.vec3(math.cos(rad[0])*cos_y, math.sin(rad[1]), math.sin(rad[0])*cos_y)) * self.eye_distance
def dbg_tracer_mesh(ctx: moderngl.Context, tracer: RayTracer, ray: glm.vec3) -> Mesh:
a = tracer.eye + tracer.ray00 * 0.01
b = tracer.eye + tracer.ray01 * 0.01
c = tracer.eye + tracer.ray11 * 0.01
d = tracer.eye + tracer.ray10 * 0.01
return MeshBuilder.seg_lines(tracer.eye, a,
tracer.eye, b,
tracer.eye, c,
tracer.eye, d,
tracer.eye, ray,
a, b, b, c, c, d, d, a,
).build(ctx)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.lines_shader = Shader("""
void main() {
gl_Position = ftransform();
}
""", """
void main() {
gl_FragColor = vec4(0.3, 0.7, 0.4, 1.0);
}
""", self.ctx)
self.coord_y = MeshBuilder.seg_lines(
glm.vec3(0.0, 0.0, 0.0), glm.vec3(0.0, 1.0, 0.0)).build(self.ctx)
self.eye_distance = 3.0
self.angle_x = 30
self.angle_y = 30
self.matrices = Matrices(glm.translate((0.0, 0.5, 0.0)), glm.lookAt(self.eye, (0.0, 0.0, 0.0), (0.0, 1.0, 0.0)), glm.perspective(
45, self.aspect_ratio, 0.01, 100))
self.renderer = Renderer(self.ctx)
self.water = Water(ctx=self.ctx)
self.center = glm.vec3(-0.4, -0.75, 0.2)
self.old_center = self.center
self.velocity = glm.vec3(0.0)
self.gravity = glm.vec3(0.0, -4.0, 0.0)
self.radius = 0.25
self.use_gravity = False
self.mode: EventMode = EventMode.NoEvent
self.tracer: RayTracer = None
self.tracer_mesh: Mesh = None
for i in range(20):
self.water.add_drop(random.random() * 2.0 - 1.0,
random.random() * 2.0 - 1.0, 0.03, 0.01 if i % 1 else -0.01)
def add_drop(self, x: float, y: float):
ray = self.tracer.get_ray_for_pixel(x, y)
point_on_panel = self.tracer.eye + (ray * (-self.tracer.eye.y / ray.y))
self.water.add_drop(point_on_panel.x, point_on_panel.z, 0.03, 0.01)
def move_sphere(self, x: int, y: int):
ray = self.tracer.get_ray_for_pixel(x, y)
t = glm.dot(self.plane_normal, self.prev_hit -
self.tracer.eye) / glm.dot(self.plane_normal, ray)
next_hit = self.tracer.eye + (ray * t)
center = self.center + (next_hit - self.prev_hit)
center.x = max(self.radius - 1, min(1 - self.radius, center.x))
center.z = max(self.radius - 1, min(1 - self.radius, center.z))
center.y = max(self.radius - 1, min(10, center.y))
self.center = center
self.prev_hit = next_hit
def mouse_release_event(self, x: int, y: int, button: int):
if button == 1:
self.mode = EventMode.NoEvent
self.tracer = None
def mouse_press_event(self, x: int, y: int, button: int):
self.tracer = RayTracer(self.ctx.viewport, self.matrices)
ray = self.tracer.get_ray_for_pixel(x, y)
sphere_hit_test: HitTest = RayTracer.hit_test_sphere(
self.tracer.eye, ray, self.center, self.radius)
point_on_panel = self.tracer.eye + (ray * (-self.tracer.eye.y / ray.y))
if button == 1:
if sphere_hit_test is not None:
self.mode = EventMode.MoveSpahere
self.prev_hit = sphere_hit_test.hit
self.plane_normal = -self.tracer.get_ray_for_pixel(
self.ctx.viewport[2] / 2, self.ctx.viewport[3] / 2)
elif abs(point_on_panel.x) < 1 and abs(point_on_panel.z) < 1:
self.mode = EventMode.AddDrop
self.add_drop(x, y)
else:
self.mode = EventMode.MoveCamera
else:
self.tracer_mesh = WaterMain.dbg_tracer_mesh(
self.ctx, self.tracer, point_on_panel)
def mouse_drag_event(self, x: int, y: int, dx: int, dy: int):
match self.mode:
case EventMode.AddDrop:
self.add_drop(x, y)
case EventMode.MoveCamera:
self.angle_x += dx
self.angle_y += dy
case EventMode.MoveSpahere:
self.move_sphere(x, y)
def key_event(self, key, action, modifiers):
if key == ord('G') and action == 1:
self.use_gravity = not self.use_gravity
def update(self, seconds):
if seconds > 1:
return
if self.mode == EventMode.MoveSpahere:
self.velocity = glm.vec3(0.0)
elif self.use_gravity:
precent_under_water = max(
0, min(1, (self.radius - self.center.y) / (2*self.radius)))
self.velocity = self.velocity + \
(self.gravity * (seconds - 1.1 * seconds * precent_under_water))
self.velocity = self.velocity - \
(glm.normalize(self.velocity) * (precent_under_water *
seconds * glm.dot(self.velocity, self.velocity)))
self.center = self.center + self.velocity * seconds
if self.center.y < self.radius - 1:
self.center.y = self.radius - 1
self.velocity.y = abs(self.velocity.y) * 0.7
self.water.move_sphere(self.old_center, self.center, self.radius)
self.old_center = self.center
self.water.step_simulation()
self.water.step_simulation()
self.water.update_normals()
self.renderer.update_caustics(self.matrices, self.water)
def render(self, time, frame_time):
self.matrices.view = glm.lookAt(
self.eye, (0.0, 0.0, 0.0), (0.0, 1.0, 0.0))
self.update(frame_time)
self.ctx.enable(moderngl.DEPTH_TEST)
self.ctx.screen.use()
self.renderer.sphere_center = self.center
self.renderer.sphere_radius = self.radius
self.renderer.render_cude(self.matrices, self.water)
self.renderer.render_water(self.matrices, self.water)
self.renderer.render_sphere(self.matrices, self.water)
self.ctx.disable(moderngl.DEPTH_TEST)
if self.tracer_mesh is not None:
self.lines_shader.draw_mesh(
self.tracer_mesh, self.matrices, mode=moderngl.LINES)
mglw.run_window_config(WaterMain, args=["--window", "glfw"])
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