2025-12-08 19:21:49 +03:00

276 lines
7.8 KiB
C++

#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 <cmath>
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
using namespace advanced_pipeline;
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader& shader)
: size(size),
shader(shader),
batch3d(std::make_unique<Batch3D>(4096))
{
auto cubemap = std::make_unique<Cubemap>(size, size, ImageFormat::rgb888);
uint fboid;
glGenFramebuffers(1, &fboid);
fbo = std::make_unique<Framebuffer>(fboid, 0, std::move(cubemap));
SkyboxVertex 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}}
};
mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
sprites.push_back(SkySprite {
"misc/moon",
glm::pi<float>() * 0.5f,
4.0f,
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/moon_flare",
glm::pi<float>() * 0.5f,
0.5f,
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/sun",
glm::pi<float>() * 1.5f,
4.0f,
true,
glm::pi<float>() * 0.25f,
});
}
Skybox::~Skybox() = default;
void Skybox::drawBackground(
const Camera& camera, const Assets& assets, int width, int height
) {
auto backShader = assets.get<Shader>("background");
backShader->use();
backShader->uniformMatrix("u_view", camera.getView(false));
backShader->uniform1f(
"u_zoom", camera.zoom * camera.getFov() / glm::half_pi<float>()
);
backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1i("u_skybox", 1);
bind();
mesh->draw();
unbind();
}
void Skybox::drawStars(float angle, float opacity) {
batch3d->texture(nullptr);
random.setSeed(STARS_SEED);
glm::mat4 rotation = glm::rotate(
glm::mat4(1.0f),
-angle + glm::pi<float>() * 0.5f,
glm::vec3(0, 0, -1)
);
rotation = glm::rotate(rotation, sunAltitude, glm::vec3(1, 0, 0));
float depth = 1e3;
for (int i = 0; i < STARS_COUNT; i++) {
float rx = (random.randFloat()) - 0.5f;
float ry = (random.randFloat()) - 0.5f;
float rz = (random.randFloat()) - 0.5f;
glm::vec3 pos = glm::vec4(rx, ry, rz, 1) * rotation;
float sopacity = random.randFloat();
if (pos.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(pos * depth, tint);
}
batch3d->flushPoints();
}
void Skybox::draw(
const DrawContext& pctx,
const Camera& camera,
const Assets& assets,
float daytime,
float fog)
{
const glm::uvec2& viewport = pctx.getViewport();
glActiveTexture(GL_TEXTURE0);
drawBackground(camera, assets, viewport.x, viewport.y);
DrawContext ctx = pctx.sub();
ctx.setBlendMode(BlendMode::addition);
auto shader = assets.get<Shader>("ui3d");
shader->use();
shader->uniformMatrix("u_projview", camera.getProjView(false));
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
float angle = daytime * glm::pi<float>() * 2.0f;
float opacity = glm::pow(1.0f - fog, 7.0f);
float depthScale = 2e3;
for (auto& sprite : sprites) {
batch3d->texture(assets.get<Texture>(sprite.texture));
float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
float distance = sprite.distance * depthScale;
glm::mat4 rotation = glm::rotate(
glm::mat4(1.0f),
-sangle + glm::pi<float>() * 0.5f,
glm::vec3(0, 0, -1)
);
rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
glm::vec4 tint (1,1,1, opacity);
if (!sprite.emissive) {
tint *= 0.6f + std::cos(angle)*0.4;
}
batch3d->sprite(pos, right,
up, 1, 1, UVRegion(), tint);
}
batch3d->flush();
drawStars(angle, opacity);
}
void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) {
frameid++;
float dayTime = t;
DrawContext ctx = pctx.sub();
ctx.setDepthMask(false);
ctx.setDepthTest(false);
ctx.setFramebuffer(fbo.get());
ctx.setViewport({size, size});
auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
assert(cubemap != nullptr);
ready = true;
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
cubemap->bind();
shader.use();
t *= glm::two_pi<float>();
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
float sunAngle = glm::radians((t / glm::two_pi<float>() - 0.25f) * 360.0f);
float x = -glm::cos(sunAngle + glm::pi<float>() * 0.5f) * glm::radians(sunAltitude);
float y = sunAngle - glm::pi<float>() * 0.5f;
float z = glm::radians(0.0f);
rotation = glm::rotate(glm::mat4(1.0f), y, glm::vec3(0, 1, 0));
rotation = glm::rotate(rotation, x, glm::vec3(1, 0, 0));
rotation = glm::rotate(rotation, z, glm::vec3(0, 0, 1));
lightDir = glm::vec3(rotation * glm::vec4(0, 0, -1, 1));
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);
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) >= 0.01) {
for (uint face = 0; face < 6; face++) {
refreshFace(face, cubemap);
}
} else {
uint face = frameid % 6;
refreshFace(face, cubemap);
}
prevMie = mie;
prevT = t;
cubemap->unbind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::refreshFace(uint face, Cubemap* cubemap) {
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},
};
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();
}
void Skybox::bind() const {
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
fbo->getTexture()->bind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::unbind() const {
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
fbo->getTexture()->unbind();
glActiveTexture(GL_TEXTURE0);
}