#include "OpenGLSkybox.h" #include #include "OpenGLRenderer.h" #include "OpenGLShaderProgram.h" #include "OpenGLSharedState.h" #include "Scenery.h" #include "AtmosphereDefinition.h" #include "AtmosphereRenderer.h" #include "AtmosphereModelBruneton.h" #include "FloatNode.h" 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"); 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); } void OpenGLSkybox::update() { SoftwareBrunetonAtmosphereRenderer* bruneton = (SoftwareBrunetonAtmosphereRenderer*)renderer->getAtmosphereRenderer(); renderer->getSharedState()->set("transmittanceTexture", bruneton->getModel()->getTextureTransmittance()); renderer->getSharedState()->set("inscatterTexture", bruneton->getModel()->getTextureInscatter()); } void OpenGLSkybox::render() { program->drawTriangleStrip(vertices, 14); } #include "Logs.h" 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()); } } 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; }