paysages3d/src/render/opengl/OpenGLSkybox.cpp

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#include "OpenGLSkybox.h"
#include <cmath>
#include "OpenGLRenderer.h"
#include "OpenGLShaderProgram.h"
#include "OpenGLSharedState.h"
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#include "Scenery.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereModelBruneton.h"
#include "FloatNode.h"
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OpenGLSkybox::OpenGLSkybox(OpenGLRenderer* renderer):
OpenGLPart(renderer)
{
vertices = new float[14 * 3];
}
OpenGLSkybox::~OpenGLSkybox()
{
delete[] vertices;
}
void OpenGLSkybox::initialize()
{
program = createShader("skybox");
program->addVertexSource("skybox");
program->addFragmentSource("atmosphere");
program->addFragmentSource("tonemapping");
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program->addFragmentSource("skybox");
setVertex(0, 1.0f, 1.0f, 1.0f);
setVertex(12, 1.0f, 1.0f, 1.0f);
setVertex(1, 1.0f, -1.0f, 1.0f);
setVertex(5, 1.0f, -1.0f, 1.0f);
setVertex(13, 1.0f, -1.0f, 1.0f);
setVertex(2, -1.0f, 1.0f, 1.0f);
setVertex(10, -1.0f, 1.0f, 1.0f);
setVertex(3, -1.0f, -1.0f, 1.0f);
setVertex(4, -1.0f, -1.0f, -1.0f);
setVertex(8, -1.0f, -1.0f, -1.0f);
setVertex(6, 1.0f, -1.0f, -1.0f);
setVertex(7, 1.0f, 1.0f, -1.0f);
setVertex(11, 1.0f, 1.0f, -1.0f);
setVertex(9, -1.0f, 1.0f, -1.0f);
// Watch for definition changes
renderer->getScenery()->getAtmosphere()->propDayTime()->addWatcher(this, true);
renderer->getScenery()->getAtmosphere()->propHumidity()->addWatcher(this, true);
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}
void OpenGLSkybox::update()
{
SoftwareBrunetonAtmosphereRenderer* bruneton = (SoftwareBrunetonAtmosphereRenderer*)renderer->getAtmosphereRenderer();
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renderer->getSharedState()->set("transmittanceTexture", bruneton->getModel()->getTextureTransmittance());
renderer->getSharedState()->set("inscatterTexture", bruneton->getModel()->getTextureInscatter());
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}
void OpenGLSkybox::render()
{
program->drawTriangleStrip(vertices, 14);
}
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void OpenGLSkybox::nodeChanged(const DefinitionNode *node, const DefinitionDiff *)
{
if (node->getPath() == "/atmosphere/daytime")
{
Vector3 sun_direction = renderer->getAtmosphereRenderer()->getSunDirection(false);
renderer->getSharedState()->set("sunDirection", sun_direction);
Color sun_color = renderer->getScenery()->getAtmosphere()->sun_color;
renderer->getSharedState()->set("sunColor", sun_color);
renderer->getSharedState()->set("dayTime", renderer->getScenery()->getAtmosphere()->propDayTime()->getValue());
}
else if (node->getPath() == "/atmosphere/humidity")
{
renderer->getSharedState()->set("atmosphereHumidity", renderer->getScenery()->getAtmosphere()->propHumidity()->getValue());
}
}
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void OpenGLSkybox::setVertex(int i, float x, float y, float z)
{
vertices[i * 3] = x;
vertices[i * 3 + 1] = y;
vertices[i * 3 + 2] = z;
}