#include "Skybox.hpp" #include "assets/Assets.hpp" #include "graphics/core/Shader.hpp" #include "graphics/core/Mesh.hpp" #include "graphics/core/Batch3D.hpp" #include "graphics/core/Texture.hpp" #include "graphics/core/Cubemap.hpp" #include "graphics/core/Framebuffer.hpp" #include "graphics/core/DrawContext.hpp" #include "window/Window.hpp" #include "window/Camera.hpp" #include "maths/UVRegion.hpp" #include #include #include #include #ifndef M_PI #define M_PI 3.141592 #endif // M_PI const int STARS_COUNT = 3000; const int STARS_SEED = 632; Skybox::Skybox(uint size, Shader* shader) : size(size), shader(shader), batch3d(std::make_unique(4096)) { auto cubemap = std::make_unique(size, size, ImageFormat::rgb888); uint fboid; glGenFramebuffers(1, &fboid); fbo = std::make_unique(fboid, 0, std::move(cubemap)); float vertices[] { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f }; vattr attrs[] {{2}, {0}}; mesh = std::make_unique(vertices, 6, attrs); sprites.push_back(skysprite { "misc/moon", M_PI*0.5f, 4.0f, false }); sprites.push_back(skysprite { "misc/sun", M_PI*1.5f, 4.0f, true }); } Skybox::~Skybox() = default; void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) { auto backShader = assets->get("background"); backShader->use(); backShader->uniformMatrix("u_view", camera->getView(false)); backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f)); backShader->uniform1f("u_ar", float(width)/float(height)); backShader->uniform1i("u_cubemap", 1); bind(); mesh->draw(); unbind(); } void Skybox::drawStars(float angle, float opacity) { batch3d->texture(nullptr); random.setSeed(STARS_SEED); for (int i = 0; i < STARS_COUNT; i++) { float rx = (random.randFloat()) - 0.5f; float ry = (random.randFloat()) - 0.5f; float z = (random.randFloat()) - 0.5f; float x = rx * std::sin(angle) + ry * -std::cos(angle); float y = rx * std::cos(angle) + ry * std::sin(angle); float sopacity = random.randFloat(); if (y < 0.0f) continue; sopacity *= (0.2f+std::sqrt(std::cos(angle))*0.5f) - 0.05f; glm::vec4 tint (1,1,1, sopacity * opacity); batch3d->point(glm::vec3(x, y, z), tint); } batch3d->flushPoints(); } void Skybox::draw( const DrawContext& pctx, Camera* camera, Assets* assets, float daytime, float fog) { const Viewport& viewport = pctx.getViewport(); int width = viewport.getWidth(); int height = viewport.getHeight(); drawBackground(camera, assets, width, height); DrawContext ctx = pctx.sub(); ctx.setBlendMode(BlendMode::addition); auto p_shader = assets->get("ui3d"); p_shader->use(); p_shader->uniformMatrix("u_projview", camera->getProjView(false)); p_shader->uniformMatrix("u_apply", glm::mat4(1.0f)); batch3d->begin(); float angle = daytime * float(M_PI) * 2.0f; float opacity = glm::pow(1.0f-fog, 7.0f); for (auto& sprite : sprites) { batch3d->texture(assets->get(sprite.texture)); float sangle = daytime * float(M_PI)*2.0 + sprite.phase; float distance = sprite.distance; glm::vec3 pos(-std::cos(sangle)*distance, std::sin(sangle)*distance, 0); glm::vec3 up(-std::sin(-sangle), std::cos(-sangle), 0.0f); glm::vec4 tint (1,1,1, opacity); if (!sprite.emissive) { tint *= 0.6f+std::cos(angle)*0.4; } batch3d->sprite(pos, glm::vec3(0, 0, 1), up, 1, 1, UVRegion(), tint); } drawStars(angle, opacity); } void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) { float dayTime = t; DrawContext ctx = pctx.sub(); ctx.setDepthMask(false); ctx.setDepthTest(false); ctx.setFramebuffer(fbo.get()); ctx.setViewport(Viewport(size, size)); auto cubemap = dynamic_cast(fbo->getTexture()); assert(cubemap != nullptr); ready = true; glActiveTexture(GL_TEXTURE1); cubemap->bind(); shader->use(); const glm::vec3 xaxs[] = { {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, }; const glm::vec3 yaxs[] = { {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, }; const glm::vec3 zaxs[] = { {1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, {0.0f, 0.0f, 1.0f}, }; t *= M_PI*2.0f; lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f)); shader->uniform1i("u_quality", quality); shader->uniform1f("u_mie", mie); shader->uniform1f("u_fog", mie - 1.0f); shader->uniform3f("u_lightDir", lightDir); shader->uniform1f("u_dayTime", dayTime); for (uint face = 0; face < 6; face++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap->getId(), 0); shader->uniform3f("u_xaxis", xaxs[face]); shader->uniform3f("u_yaxis", yaxs[face]); shader->uniform3f("u_zaxis", zaxs[face]); mesh->draw(); } cubemap->unbind(); glActiveTexture(GL_TEXTURE0); } void Skybox::bind() const { glActiveTexture(GL_TEXTURE1); fbo->getTexture()->bind(); glActiveTexture(GL_TEXTURE0); } void Skybox::unbind() const { glActiveTexture(GL_TEXTURE1); fbo->getTexture()->unbind(); glActiveTexture(GL_TEXTURE0); }