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