paysages3d/src/render/opengl/OpenGLSkybox.cpp

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2013-12-21 22:48:54 +00:00
#include "OpenGLSkybox.h"
#include <cmath>
#include "OpenGLRenderer.h"
#include "OpenGLShaderProgram.h"
#include "Scenery.h"
#include "AtmosphereDefinition.h"
#include "AtmosphereRenderer.h"
#include "AtmosphereModelBruneton.h"
OpenGLSkybox::OpenGLSkybox(OpenGLRenderer* renderer):
OpenGLPart(renderer)
{
vertices = new float[14 * 3];
daytime = renderer->getScenery()->getAtmosphere()->_daytime;
}
OpenGLSkybox::~OpenGLSkybox()
{
delete[] vertices;
}
void OpenGLSkybox::initialize()
{
program = createShader("skybox");
program->addVertexSource("skybox");
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);
}
void OpenGLSkybox::update()
{
SoftwareBrunetonAtmosphereRenderer* bruneton = (SoftwareBrunetonAtmosphereRenderer*)renderer->getAtmosphereRenderer();
program->addTexture("transmittanceTexture", bruneton->getModel()->getTextureTransmittance());
program->addTexture("inscatterTexture", bruneton->getModel()->getTextureInscatter());
}
void OpenGLSkybox::render()
{
program->drawTriangleStrip(vertices, 14);
}
void OpenGLSkybox::alterDayTime(double delta)
{
#if 0
Scenery* scenery = renderer->getScenery();
AtmosphereDefinition* definition = scenery->getAtmosphere()->definition;
daytime = fmod(daytime + delta * 0.001, 1.0);
// TEMP
if (daytime > 0.8)
{
daytime -= 0.6;
}
if (daytime < 0.2)
{
daytime += 0.6;
}
definition->hour = (int)(daytime * 24.0);
definition->minute = (int)((daytime - (((double)definition->hour) / 24.0)) * 1440.0);
AtmosphereDefinitionClass.validate(definition);
// TODO Update only the sun
updateScenery(scenery, true);
#endif
}
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;
}