/* * Copyright (C) 2020 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #ifndef ANTKEEPER_SKY_PASS_HPP #define ANTKEEPER_SKY_PASS_HPP #include "renderer/render-pass.hpp" #include "utility/fundamental-types.hpp" #include "event/event-handler.hpp" #include "event/input-events.hpp" #include "animation/tween.hpp" class shader_program; class shader_input; class vertex_buffer; class vertex_array; class texture_2d; class resource_manager; class directional_light; /** * */ class sky_pass: public render_pass, public event_handler { public: sky_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager); virtual ~sky_pass(); virtual void render(render_context* context) const final; void set_sun_angular_radius(float angle); void set_sun_color(const float3& color); void set_horizon_color(const float3& color); void set_zenith_color(const float3& color); void set_sun_light(const directional_light* direction); void set_sky_palette(const texture_2d* texture); void set_time_tween(const tween* time); private: virtual void handle_event(const mouse_moved_event& event); shader_program* shader_program; const shader_input* matrix_input; const shader_input* sun_direction_input; const shader_input* sun_angular_radius_input; const shader_input* sun_color_input; const shader_input* horizon_color_input; const shader_input* zenith_color_input; const shader_input* sky_palette_input; const shader_input* mouse_input; const shader_input* resolution_input; const shader_input* time_input; vertex_buffer* quad_vbo; vertex_array* quad_vao; float sun_angular_radius; float3 sun_color; float3 horizon_color; float3 zenith_color; const directional_light* sun_light; const texture_2d* sky_palette; float2 mouse_position; const tween* time_tween; }; #endif // ANTKEEPER_SKY_PASS_HPP