paysages3d/src/render/opengl/OpenGLSkybox.cpp

78 lines
2.1 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"
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("bruneton");
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);
}
void OpenGLSkybox::update()
{
Vector3 sun_direction = renderer->getAtmosphereRenderer()->getSunDirection();
renderer->getSharedState()->set("sunDirection", sun_direction);
Color sun_color = renderer->getScenery()->getAtmosphere()->sun_color;
renderer->getSharedState()->set("sunColor", sun_color);
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::setVertex(int i, float x, float y, float z)
{
vertices[i * 3] = x;
vertices[i * 3 + 1] = y;
vertices[i * 3 + 2] = z;
}