2024-03-07 13:40:38 +03:00

59 lines
1.3 KiB
C++

#ifndef FRONTEND_GRAPHICS_SKYBOX_H_
#define FRONTEND_GRAPHICS_SKYBOX_H_
#include <memory>
#include <string>
#include <vector>
#include "../../typedefs.h"
#include "../../maths/fastmaths.h"
#include "../../graphics/GfxContext.h"
class Mesh;
class Shader;
class Assets;
class Camera;
class Batch3D;
class Framebuffer;
struct skysprite {
std::string texture;
float phase;
float distance;
bool emissive;
};
class Skybox {
std::unique_ptr<Framebuffer> fbo;
uint size;
Shader* shader;
bool ready = false;
FastRandom random;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Batch3D> batch3d;
std::vector<skysprite> sprites;
void drawStars(float angle, float opacity);
void drawBackground(Camera* camera, Assets* assets, int width, int height);
public:
Skybox(uint size, Shader* shader);
~Skybox();
void draw(
const GfxContext& pctx,
Camera* camera,
Assets* assets,
float daytime,
float fog
);
void refresh(const GfxContext& pctx, float t, float mie, uint quality);
void bind() const;
void unbind() const;
bool isReady() const {
return ready;
}
};
#endif // FRONTEND_GRAPHICS_SKYBOX_H_