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/*
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* Copyright (C) 2021 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_RENDER_SKY_PASS_HPP
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#define ANTKEEPER_RENDER_SKY_PASS_HPP
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#include "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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#include "math/quaternion-type.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/drawing-mode.hpp"
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#include "math/se3.hpp"
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#include "scene/object.hpp"
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class resource_manager;
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namespace render {
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class material;
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class model;
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/**
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*
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*/
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class sky_pass: public 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(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
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virtual ~sky_pass();
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virtual void render(const render::context& ctx, render::queue& queue) const final;
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void update_tweens();
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void set_sky_model(const model* model);
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void set_moon_model(const model* model);
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void set_stars_model(const model* model);
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void set_clouds_model(const model* model);
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void set_icrf_to_eus(const math::transformation::se3<float>& transformation);
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void set_sun_position(const float3& position);
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void set_sun_illuminance(const float3& illuminance_outer, const float3& illuminance_inner);
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void set_sun_angular_radius(float radius);
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void set_observer_altitude(float altitude);
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void set_scale_heights(float rayleigh, float mie);
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void set_scattering_coefficients(const float3& r, const float3& m);
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void set_mie_anisotropy(float g);
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void set_atmosphere_radii(float inner, float outer);
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void set_moon_position(const float3& position);
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private:
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virtual void handle_event(const mouse_moved_event& event);
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gl::shader_program* sky_shader_program;
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const gl::shader_input* model_view_projection_input;
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const gl::shader_input* mouse_input;
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const gl::shader_input* resolution_input;
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const gl::shader_input* time_input;
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const gl::shader_input* exposure_input;
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const gl::shader_input* observer_altitude_input;
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const gl::shader_input* sun_direction_input;
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const gl::shader_input* sun_illuminance_input;
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const gl::shader_input* sun_angular_radius_input;
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const gl::shader_input* scale_height_rm_input;
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const gl::shader_input* rayleigh_scattering_input;
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const gl::shader_input* mie_scattering_input;
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const gl::shader_input* mie_anisotropy_input;
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const gl::shader_input* atmosphere_radii_input;
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gl::shader_program* moon_shader_program;
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const gl::shader_input* moon_model_view_projection_input;
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const gl::shader_input* moon_normal_model_input;
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const gl::shader_input* moon_moon_position_input;
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const gl::shader_input* moon_sun_position_input;
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const model* sky_model;
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const material* sky_material;
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const gl::vertex_array* sky_model_vao;
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gl::drawing_mode sky_model_drawing_mode;
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std::size_t sky_model_start_index;
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std::size_t sky_model_index_count;
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const model* moon_model;
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const material* moon_material;
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const gl::vertex_array* moon_model_vao;
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gl::drawing_mode moon_model_drawing_mode;
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std::size_t moon_model_start_index;
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std::size_t moon_model_index_count;
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const model* stars_model;
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const material* star_material;
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const gl::vertex_array* stars_model_vao;
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gl::drawing_mode stars_model_drawing_mode;
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std::size_t stars_model_start_index;
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std::size_t stars_model_index_count;
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gl::shader_program* star_shader_program;
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const gl::shader_input* star_model_view_input;
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const gl::shader_input* star_projection_input;
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const gl::shader_input* star_exposure_input;
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const gl::shader_input* star_distance_input;
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const model* clouds_model;
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const material* cloud_material;
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const gl::vertex_array* clouds_model_vao;
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gl::drawing_mode clouds_model_drawing_mode;
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std::size_t clouds_model_start_index;
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std::size_t clouds_model_index_count;
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gl::shader_program* cloud_shader_program;
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const gl::shader_input* cloud_model_view_projection_input;
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const gl::shader_input* cloud_sun_direction_input;
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const gl::shader_input* cloud_sun_illuminance_input;
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const gl::shader_input* cloud_camera_position_input;
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const gl::shader_input* cloud_camera_exposure_input;
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const gl::texture_2d* blue_noise_map;
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const gl::texture_2d* sky_gradient;
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const gl::texture_2d* sky_gradient2;
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float2 mouse_position;
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tween<float> observer_altitude_tween;
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tween<float3> sun_position_tween;
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tween<float3> sun_illuminance_outer_tween;
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tween<float3> sun_illuminance_inner_tween;
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tween<float3> icrf_to_eus_translation;
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tween<math::quaternion<float>> icrf_to_eus_rotation;
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tween<float3> moon_position_tween;
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float sun_angular_radius;
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float2 scale_height_rm;
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float3 rayleigh_scattering;
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float3 mie_scattering;
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float2 mie_anisotropy;
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float3 atmosphere_radii;
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};
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} // namespace render
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#endif // ANTKEEPER_RENDER_SKY_PASS_HPP
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