2025-07-12 19:18:02 +03:00

82 lines
1.8 KiB
C++

#pragma once
#include <memory>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include "typedefs.hpp"
#include "maths/fastmaths.hpp"
#include "graphics/core/MeshData.hpp"
template<typename VertexStructure> class Mesh;
class Shader;
class Assets;
class Camera;
class Batch3D;
class Cubemap;
class Framebuffer;
class DrawContext;
struct SkyboxVertex {
glm::vec2 position;
static constexpr VertexAttribute ATTRIBUTES[] {
{VertexAttribute::Type::FLOAT, false, 2},
{{}, 0}};
};
struct SkySprite {
std::string texture;
float phase;
float distance;
bool emissive;
float altitude;
};
class Skybox {
std::unique_ptr<Framebuffer> fbo;
uint size;
Shader& shader;
bool ready = false;
FastRandom random;
glm::vec3 lightDir;
std::unique_ptr<Mesh<SkyboxVertex>> mesh;
std::unique_ptr<Batch3D> batch3d;
std::vector<SkySprite> sprites;
int frameid = 0;
float prevMie = -1.0f;
float prevT = -1.0f;
float sunAltitude = 45.0f;
glm::mat4 rotation;
void drawStars(float angle, float opacity);
void drawBackground(
const Camera& camera, const Assets& assets, int width, int height
);
void refreshFace(uint face, Cubemap* cubemap);
public:
Skybox(uint size, Shader& shader);
~Skybox();
void draw(
const DrawContext& pctx,
const Camera& camera,
const Assets& assets,
float daytime,
float fog
);
void refresh(const DrawContext& pctx, float t, float mie, uint quality);
void bind() const;
void unbind() const;
bool isReady() const {
return ready;
}
const glm::vec3 getLightDir() const {
return lightDir;
}
};