Refine water rendering, swimming, and underwater visuals

This commit is contained in:
Kelsi 2026-02-03 20:40:59 -08:00
parent 1951dbd9e6
commit d0dac0df07
8 changed files with 440 additions and 56 deletions

View file

@ -181,7 +181,9 @@ void CameraController::update(float deltaTime) {
if (waterRenderer) {
waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
}
bool inWater = waterH && targetPos.z < *waterH;
constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
bool inWater = waterH && targetPos.z < *waterH &&
((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE);
if (inWater) {
@ -189,6 +191,7 @@ void CameraController::update(float deltaTime) {
// Swim movement follows look pitch (forward/back), while strafe stays
// lateral for stable control.
float swimSpeed = speed * SWIM_SPEED_FACTOR;
float waterSurfaceZ = waterH ? (*waterH - WATER_SURFACE_OFFSET) : targetPos.z;
glm::vec3 swimForward = glm::normalize(forward3D);
if (glm::length(swimForward) < 1e-4f) {
@ -214,6 +217,7 @@ void CameraController::update(float deltaTime) {
}
// Spacebar = swim up (continuous, not a jump)
bool diveIntent = nowForward && (forward3D.z < -0.28f);
if (nowJump) {
verticalVelocity = SWIM_BUOYANCY;
} else {
@ -222,6 +226,16 @@ void CameraController::update(float deltaTime) {
if (verticalVelocity < SWIM_SINK_SPEED) {
verticalVelocity = SWIM_SINK_SPEED;
}
// Strong surface lock while idle/normal swim so buoyancy keeps
// you afloat unless you're intentionally diving.
if (!diveIntent) {
float surfaceErr = (waterSurfaceZ - targetPos.z);
verticalVelocity += surfaceErr * 7.0f * deltaTime;
verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
verticalVelocity = 0.0f;
}
}
}
targetPos.z += verticalVelocity * deltaTime;
@ -636,12 +650,16 @@ void CameraController::update(float deltaTime) {
if (waterRenderer) {
waterH = waterRenderer->getWaterHeightAt(newPos.x, newPos.y);
}
bool inWater = waterH && feetZ < *waterH;
constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
bool inWater = waterH && feetZ < *waterH &&
((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE);
if (inWater) {
swimming = true;
float swimSpeed = speed * SWIM_SPEED_FACTOR;
float waterSurfaceCamZ = waterH ? (*waterH - WATER_SURFACE_OFFSET + eyeHeight) : newPos.z;
bool diveIntent = nowForward && (forward3D.z < -0.28f);
if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement);
@ -655,6 +673,14 @@ void CameraController::update(float deltaTime) {
if (verticalVelocity < SWIM_SINK_SPEED) {
verticalVelocity = SWIM_SINK_SPEED;
}
if (!diveIntent) {
float surfaceErr = (waterSurfaceCamZ - newPos.z);
verticalVelocity += surfaceErr * 7.0f * deltaTime;
verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
verticalVelocity = 0.0f;
}
}
}
newPos.z += verticalVelocity * deltaTime;