💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <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"
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<mouse_moved_event>
{
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<double>* 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<double>* time_tween;
};
#endif // ANTKEEPER_SKY_PASS_HPP