💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #ifndef ANTKEEPER_SKY_PASS_HPP
  20. #define ANTKEEPER_SKY_PASS_HPP
  21. #include "renderer/render-pass.hpp"
  22. #include "utility/fundamental-types.hpp"
  23. #include "event/event-handler.hpp"
  24. #include "event/input-events.hpp"
  25. #include "animation/tween.hpp"
  26. #include "math/quaternion-type.hpp"
  27. #include "gl/shader-program.hpp"
  28. #include "gl/shader-input.hpp"
  29. #include "gl/vertex-buffer.hpp"
  30. #include "gl/vertex-array.hpp"
  31. #include "gl/texture-2d.hpp"
  32. #include "gl/drawing-mode.hpp"
  33. #include "physics/frame.hpp"
  34. #include "scene/object.hpp"
  35. class resource_manager;
  36. class model;
  37. class material;
  38. /**
  39. *
  40. */
  41. class sky_pass: public render_pass,
  42. public event_handler<mouse_moved_event>
  43. {
  44. public:
  45. sky_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
  46. virtual ~sky_pass();
  47. virtual void render(render_context* context) const final;
  48. void update_tweens();
  49. void set_sky_model(const model* model);
  50. void set_horizon_color(const float3& color);
  51. void set_zenith_color(const float3& color);
  52. void set_sun_color(const float3& color);
  53. void set_time_of_day(float time);
  54. void set_blue_noise_map(const gl::texture_2d* texture);
  55. void set_sky_gradient(const gl::texture_2d* texture, const gl::texture_2d* texture2);
  56. void set_time_tween(const tween<double>* time);
  57. void set_moon_model(const model* model);
  58. void set_julian_day(float jd);
  59. void set_observer_location(float altitude, float latitude, float longitude);
  60. void set_moon_angular_radius(float radius);
  61. void set_sun_angular_radius(float radius);
  62. void set_topocentric_frame(const physics::frame<float>& frame);
  63. void set_sun_object(const scene::object_base* object);
  64. private:
  65. virtual void handle_event(const mouse_moved_event& event);
  66. gl::shader_program* sky_shader_program;
  67. const gl::shader_input* model_view_projection_input;
  68. const gl::shader_input* horizon_color_input;
  69. const gl::shader_input* zenith_color_input;
  70. const gl::shader_input* mouse_input;
  71. const gl::shader_input* resolution_input;
  72. const gl::shader_input* time_input;
  73. const gl::shader_input* time_of_day_input;
  74. const gl::shader_input* observer_location_input;
  75. const gl::shader_input* sun_position_input;
  76. const gl::shader_input* moon_position_input;
  77. const gl::shader_input* blue_noise_map_input;
  78. const gl::shader_input* julian_day_input;
  79. const gl::shader_input* cos_sun_angular_radius_input;
  80. const gl::shader_input* cos_moon_angular_radius_input;
  81. const gl::shader_input* sky_gradient_input;
  82. const gl::shader_input* sky_gradient2_input;
  83. const gl::shader_input* exposure_input;
  84. const gl::shader_input* sun_color_input;
  85. gl::shader_program* moon_shader_program;
  86. const gl::shader_input* moon_model_view_projection_input;
  87. const gl::shader_input* moon_normal_model_input;
  88. const gl::shader_input* moon_moon_position_input;
  89. const gl::shader_input* moon_sun_position_input;
  90. gl::vertex_buffer* star_catalog_vbo;
  91. gl::vertex_array* star_catalog_vao;
  92. gl::shader_program* star_shader_program;
  93. const gl::shader_input* star_model_view_input;
  94. const gl::shader_input* star_projection_input;
  95. const gl::shader_input* star_exposure_input;
  96. const gl::shader_input* star_distance_input;
  97. std::size_t star_count;
  98. const model* sky_model;
  99. const material* sky_material;
  100. const gl::vertex_array* sky_model_vao;
  101. gl::drawing_mode sky_model_drawing_mode;
  102. std::size_t sky_model_start_index;
  103. std::size_t sky_model_index_count;
  104. const model* moon_model;
  105. const material* moon_material;
  106. const gl::vertex_array* moon_model_vao;
  107. gl::drawing_mode moon_model_drawing_mode;
  108. std::size_t moon_model_start_index;
  109. std::size_t moon_model_index_count;
  110. const gl::texture_2d* blue_noise_map;
  111. const gl::texture_2d* sky_gradient;
  112. const gl::texture_2d* sky_gradient2;
  113. float2 mouse_position;
  114. float3 observer_location;
  115. const tween<double>* time_tween;
  116. tween<float> time_of_day_tween;
  117. tween<float> julian_day_tween;
  118. tween<float3> horizon_color_tween;
  119. tween<float3> zenith_color_tween;
  120. tween<float3> sun_color_tween;
  121. tween<float3> topocentric_frame_translation;
  122. tween<math::quaternion<float>> topocentric_frame_rotation;
  123. float moon_angular_radius;
  124. float cos_moon_angular_radius;
  125. float sun_angular_radius;
  126. float cos_sun_angular_radius;
  127. const scene::object_base* sun_object;
  128. };
  129. #endif // ANTKEEPER_SKY_PASS_HPP