💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#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"
#include "math/quaternion-type.hpp"
#include "gl/shader-program.hpp"
#include "gl/shader-input.hpp"
#include "gl/vertex-buffer.hpp"
#include "gl/vertex-array.hpp"
#include "gl/texture-2d.hpp"
#include "gl/drawing-mode.hpp"
#include "physics/frame.hpp"
#include "scene/object.hpp"
class resource_manager;
class model;
class material;
/**
*
*/
class sky_pass: public render_pass,
public event_handler<mouse_moved_event>
{
public:
sky_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
virtual ~sky_pass();
virtual void render(render_context* context) const final;
void update_tweens();
void set_sky_model(const model* model);
void set_time_tween(const tween<double>* time);
void set_moon_model(const model* model);
void set_stars_model(const model* model);
void set_topocentric_frame(const physics::frame<float>& frame);
void set_sun_position(const float3& position);
void set_sun_color(const float3& color);
void set_sun_angular_radius(float radius);
void set_observer_altitude(float altitude);
void set_scale_heights(float rayleigh, float mie);
void set_scattering_coefficients(const float3& r, const float3& m);
void set_mie_anisotropy(float g);
void set_atmosphere_radii(float inner, float outer);
private:
virtual void handle_event(const mouse_moved_event& event);
gl::shader_program* sky_shader_program;
const gl::shader_input* model_view_projection_input;
const gl::shader_input* mouse_input;
const gl::shader_input* resolution_input;
const gl::shader_input* time_input;
const gl::shader_input* exposure_input;
const gl::shader_input* observer_altitude_input;
const gl::shader_input* sun_direction_input;
const gl::shader_input* sun_color_input;
const gl::shader_input* sun_angular_radius_input;
const gl::shader_input* scale_height_rm_input;
const gl::shader_input* rayleigh_scattering_input;
const gl::shader_input* mie_scattering_input;
const gl::shader_input* mie_anisotropy_input;
const gl::shader_input* atmosphere_radii_input;
gl::shader_program* moon_shader_program;
const gl::shader_input* moon_model_view_projection_input;
const gl::shader_input* moon_normal_model_input;
const gl::shader_input* moon_moon_position_input;
const gl::shader_input* moon_sun_position_input;
const model* sky_model;
const material* sky_material;
const gl::vertex_array* sky_model_vao;
gl::drawing_mode sky_model_drawing_mode;
std::size_t sky_model_start_index;
std::size_t sky_model_index_count;
const model* moon_model;
const material* moon_material;
const gl::vertex_array* moon_model_vao;
gl::drawing_mode moon_model_drawing_mode;
std::size_t moon_model_start_index;
std::size_t moon_model_index_count;
const model* stars_model;
const material* star_material;
const gl::vertex_array* stars_model_vao;
gl::drawing_mode stars_model_drawing_mode;
std::size_t stars_model_start_index;
std::size_t stars_model_index_count;
gl::shader_program* star_shader_program;
const gl::shader_input* star_model_view_input;
const gl::shader_input* star_projection_input;
const gl::shader_input* star_exposure_input;
const gl::shader_input* star_distance_input;
const gl::texture_2d* blue_noise_map;
const gl::texture_2d* sky_gradient;
const gl::texture_2d* sky_gradient2;
float2 mouse_position;
const tween<double>* time_tween;
tween<float> observer_altitude_tween;
tween<float3> sun_position_tween;
tween<float3> sun_color_tween;
tween<float3> topocentric_frame_translation;
tween<math::quaternion<float>> topocentric_frame_rotation;
float sun_angular_radius;
float2 scale_height_rm;
float3 rayleigh_scattering;
float3 mie_scattering;
float2 mie_anisotropy;
float3 atmosphere_radii;
};
#endif // ANTKEEPER_SKY_PASS_HPP