paysages3d/src/render/opengl/OpenGLSkybox.cpp

89 lines
3.1 KiB
C++

#include "OpenGLSkybox.h"
#include <cmath>
#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);
renderer->getScenery()->getAtmosphere()->propSunRadius()->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);
}
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());
} else if (node->getPath() == "/atmosphere/sun_radius") {
renderer->getSharedState()->set("sunRadius",
renderer->getScenery()->getAtmosphere()->propSunRadius()->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;
}