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