Kelsidavis-WoWee/src/rendering/celestial.cpp

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#include "rendering/celestial.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
namespace wowee {
namespace rendering {
Celestial::Celestial() = default;
Celestial::~Celestial() {
shutdown();
}
bool Celestial::initialize() {
LOG_INFO("Initializing celestial renderer");
// Create celestial shader
celestialShader = std::make_unique<Shader>();
// Vertex shader - billboard facing camera (sky dome locked)
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoord;
void main() {
TexCoord = aTexCoord;
// Sky object: remove translation, keep rotation (skybox technique)
mat4 viewNoTranslation = mat4(mat3(view));
gl_Position = projection * viewNoTranslation * model * vec4(aPos, 1.0);
}
)";
// Fragment shader - disc with glow and moon phase support
const char* fragmentShaderSource = R"(
#version 330 core
in vec2 TexCoord;
uniform vec3 celestialColor;
uniform float intensity;
uniform float moonPhase; // 0.0 = new moon, 0.5 = full moon, 1.0 = new moon
out vec4 FragColor;
void main() {
// Create circular disc
vec2 center = vec2(0.5, 0.5);
float dist = distance(TexCoord, center);
// Core disc
float disc = smoothstep(0.5, 0.4, dist);
// Glow around disc
float glow = smoothstep(0.7, 0.0, dist) * 0.3;
float alpha = (disc + glow) * intensity;
// Apply moon phase shadow (only for moon, indicated by low intensity)
if (intensity < 0.5) { // Moon has lower intensity than sun
// Calculate phase position (-1 to 1, where 0 is center)
float phasePos = (moonPhase - 0.5) * 2.0;
// Distance from phase terminator line
float x = (TexCoord.x - 0.5) * 2.0; // -1 to 1
// Create shadow using smoothstep
float shadow = 1.0;
if (moonPhase < 0.5) {
// Waning (right to left shadow)
shadow = smoothstep(phasePos - 0.1, phasePos + 0.1, x);
} else {
// Waxing (left to right shadow)
shadow = smoothstep(phasePos - 0.1, phasePos + 0.1, -x);
}
// Apply elliptical terminator for 3D effect
float y = (TexCoord.y - 0.5) * 2.0;
float ellipse = sqrt(1.0 - y * y);
float terminatorX = phasePos / ellipse;
if (moonPhase < 0.5) {
shadow = smoothstep(terminatorX - 0.15, terminatorX + 0.15, x);
} else {
shadow = smoothstep(terminatorX - 0.15, terminatorX + 0.15, -x);
}
// Darken shadowed area (not completely black, slight glow remains)
alpha *= mix(0.05, 1.0, shadow);
}
FragColor = vec4(celestialColor, alpha);
}
)";
if (!celestialShader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create celestial shader");
return false;
}
// Create billboard quad
createCelestialQuad();
LOG_INFO("Celestial renderer initialized");
return true;
}
void Celestial::shutdown() {
destroyCelestialQuad();
celestialShader.reset();
}
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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void Celestial::render(const Camera& camera, float timeOfDay,
const glm::vec3* sunDir, const glm::vec3* sunColor, float gameTime) {
if (!renderingEnabled || vao == 0 || !celestialShader) {
return;
}
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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// Update moon phases from game time if available (deterministic)
if (gameTime >= 0.0f) {
updatePhasesFromGameTime(gameTime);
}
// Enable additive blending for celestial glow (brighter against sky)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blending for brightness
// Disable depth testing entirely - celestial bodies render "on" the sky
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
// Disable culling - billboards can face either way
glDisable(GL_CULL_FACE);
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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// Render sun and moons (pass lighting parameters)
renderSun(camera, timeOfDay, sunDir, sunColor);
renderMoon(camera, timeOfDay); // White Lady (primary moon)
if (dualMoonMode_) {
renderBlueChild(camera, timeOfDay); // Blue Child (secondary moon)
}
// Restore state
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
}
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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void Celestial::renderSun(const Camera& camera, float timeOfDay,
const glm::vec3* sunDir, const glm::vec3* sunColor) {
// Sun visible from 5:00 to 19:00
if (timeOfDay < 5.0f || timeOfDay >= 19.0f) {
return;
}
celestialShader->use();
glm::vec3 dir = sunDir ? glm::normalize(*sunDir) : glm::vec3(0.0f, 0.0f, 1.0f);
// Place sun on sky sphere at fixed distance
const float sunDistance = 800.0f;
glm::vec3 sunPos = dir * sunDistance;
// Create model matrix
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, sunPos);
model = glm::scale(model, glm::vec3(500.0f, 500.0f, 1.0f)); // Large and visible
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
celestialShader->setUniform("model", model);
celestialShader->setUniform("view", view);
celestialShader->setUniform("projection", projection);
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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// Sun color and intensity (use lighting color if provided)
glm::vec3 color = sunColor ? *sunColor : getSunColor(timeOfDay);
float intensity = getSunIntensity(timeOfDay);
celestialShader->setUniform("celestialColor", color);
celestialShader->setUniform("intensity", intensity);
celestialShader->setUniform("moonPhase", 0.5f); // Sun doesn't use this, but shader expects it
// Render quad
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void Celestial::renderMoon(const Camera& camera, float timeOfDay) {
// Moon visible from 19:00 to 5:00 (night)
if (timeOfDay >= 5.0f && timeOfDay < 19.0f) {
return;
}
celestialShader->use();
// Get moon position
glm::vec3 moonPos = getMoonPosition(timeOfDay);
// Create model matrix
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, moonPos);
model = glm::scale(model, glm::vec3(40.0f, 40.0f, 1.0f)); // 40 unit diameter (smaller than sun)
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
celestialShader->setUniform("model", model);
celestialShader->setUniform("view", view);
celestialShader->setUniform("projection", projection);
// Moon color (pale blue-white) and intensity
glm::vec3 color = glm::vec3(0.8f, 0.85f, 1.0f);
// Fade in/out at transitions
float intensity = 1.0f;
if (timeOfDay >= 19.0f && timeOfDay < 21.0f) {
// Fade in (19:00-21:00)
intensity = (timeOfDay - 19.0f) / 2.0f;
}
else if (timeOfDay >= 3.0f && timeOfDay < 5.0f) {
// Fade out (3:00-5:00)
intensity = 1.0f - (timeOfDay - 3.0f) / 2.0f;
}
celestialShader->setUniform("celestialColor", color);
celestialShader->setUniform("intensity", intensity);
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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celestialShader->setUniform("moonPhase", whiteLadyPhase_);
// Render quad
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void Celestial::renderBlueChild(const Camera& camera, float timeOfDay) {
// Blue Child visible from 19:00 to 5:00 (night, same as White Lady)
if (timeOfDay >= 5.0f && timeOfDay < 19.0f) {
return;
}
celestialShader->use();
// Get moon position (offset slightly from White Lady)
glm::vec3 moonPos = getMoonPosition(timeOfDay);
// Offset Blue Child to the right and slightly lower
moonPos.x += 80.0f; // Right offset
moonPos.z -= 40.0f; // Slightly lower
// Create model matrix (smaller than White Lady)
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, moonPos);
model = glm::scale(model, glm::vec3(30.0f, 30.0f, 1.0f)); // 30 unit diameter (smaller)
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
celestialShader->setUniform("model", model);
celestialShader->setUniform("view", view);
celestialShader->setUniform("projection", projection);
// Blue Child color (pale blue tint)
glm::vec3 color = glm::vec3(0.7f, 0.8f, 1.0f);
// Fade in/out at transitions (same as White Lady)
float intensity = 1.0f;
if (timeOfDay >= 19.0f && timeOfDay < 21.0f) {
// Fade in (19:00-21:00)
intensity = (timeOfDay - 19.0f) / 2.0f;
}
else if (timeOfDay >= 3.0f && timeOfDay < 5.0f) {
// Fade out (3:00-5:00)
intensity = 1.0f - (timeOfDay - 3.0f) / 2.0f;
}
// Blue Child is dimmer than White Lady
intensity *= 0.7f;
celestialShader->setUniform("celestialColor", color);
celestialShader->setUniform("intensity", intensity);
celestialShader->setUniform("moonPhase", blueChildPhase_);
// Render quad
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
glm::vec3 Celestial::getSunPosition(float timeOfDay) const {
// Sun rises at 6:00, peaks at 12:00, sets at 18:00
float angle = calculateCelestialAngle(timeOfDay, 6.0f, 18.0f);
const float radius = 800.0f; // Horizontal distance
const float height = 600.0f; // Maximum height at zenith
// Arc across sky (angle 0→π maps to sunrise→noon→sunset)
// Z is vertical (matches skybox: Altitude = aPos.z)
// At angle=0: x=radius, z=0 (east horizon)
// At angle=π/2: x=0, z=height (zenith, directly overhead)
// At angle=π: x=-radius, z=0 (west horizon)
float x = radius * std::cos(angle); // Horizontal position (E→W)
float y = 0.0f; // Y is north-south (keep at 0)
float z = height * std::sin(angle); // Vertical position (Z is UP, matches skybox)
return glm::vec3(x, y, z);
}
glm::vec3 Celestial::getMoonPosition(float timeOfDay) const {
// Moon rises at 18:00, peaks at 0:00 (24:00), sets at 6:00
// Adjust time for moon (opposite to sun)
float moonTime = timeOfDay + 12.0f;
if (moonTime >= 24.0f) moonTime -= 24.0f;
float angle = calculateCelestialAngle(moonTime, 6.0f, 18.0f);
const float radius = 800.0f;
const float height = 600.0f;
// Same arc formula as sun (Z is vertical, matches skybox)
float x = radius * std::cos(angle);
float y = 0.0f;
float z = height * std::sin(angle);
return glm::vec3(x, y, z);
}
glm::vec3 Celestial::getSunColor(float timeOfDay) const {
// Sunrise/sunset: orange/red
// Midday: bright yellow-white
if (timeOfDay >= 5.0f && timeOfDay < 7.0f) {
// Sunrise: orange
return glm::vec3(1.0f, 0.6f, 0.2f);
}
else if (timeOfDay >= 7.0f && timeOfDay < 9.0f) {
// Morning: blend to yellow
float t = (timeOfDay - 7.0f) / 2.0f;
glm::vec3 orange = glm::vec3(1.0f, 0.6f, 0.2f);
glm::vec3 yellow = glm::vec3(1.0f, 1.0f, 0.9f);
return glm::mix(orange, yellow, t);
}
else if (timeOfDay >= 9.0f && timeOfDay < 16.0f) {
// Day: bright yellow-white
return glm::vec3(1.0f, 1.0f, 0.9f);
}
else if (timeOfDay >= 16.0f && timeOfDay < 18.0f) {
// Evening: blend to orange
float t = (timeOfDay - 16.0f) / 2.0f;
glm::vec3 yellow = glm::vec3(1.0f, 1.0f, 0.9f);
glm::vec3 orange = glm::vec3(1.0f, 0.5f, 0.1f);
return glm::mix(yellow, orange, t);
}
else {
// Sunset: deep orange/red
return glm::vec3(1.0f, 0.4f, 0.1f);
}
}
float Celestial::getSunIntensity(float timeOfDay) const {
// Fade in at sunrise (5:00-6:00)
if (timeOfDay >= 5.0f && timeOfDay < 6.0f) {
return (timeOfDay - 5.0f); // 0 to 1
}
// Full intensity during day (6:00-18:00)
else if (timeOfDay >= 6.0f && timeOfDay < 18.0f) {
return 1.0f;
}
// Fade out at sunset (18:00-19:00)
else if (timeOfDay >= 18.0f && timeOfDay < 19.0f) {
return 1.0f - (timeOfDay - 18.0f); // 1 to 0
}
else {
return 0.0f;
}
}
float Celestial::calculateCelestialAngle(float timeOfDay, float riseTime, float setTime) const {
// Map time to angle (0 to PI)
// riseTime: 0 radians (horizon east)
// (riseTime + setTime) / 2: PI/2 radians (zenith)
// setTime: PI radians (horizon west)
float duration = setTime - riseTime;
float elapsed = timeOfDay - riseTime;
// Normalize to 0-1
float t = elapsed / duration;
// Map to 0 to PI (arc from east to west)
return t * M_PI;
}
void Celestial::createCelestialQuad() {
// Simple quad centered at origin
float vertices[] = {
// Position // TexCoord
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // Top-left
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // Top-right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Bottom-right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f // Bottom-left
};
uint32_t indices[] = {
0, 1, 2, // First triangle
0, 2, 3 // Second triangle
};
// Create OpenGL buffers
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
// Upload vertex data
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Upload index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Set vertex attributes
// Position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Texture coordinates
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
}
void Celestial::destroyCelestialQuad() {
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo != 0) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (ebo != 0) {
glDeleteBuffers(1, &ebo);
ebo = 0;
}
}
void Celestial::update(float deltaTime) {
if (!moonPhaseCycling) {
return;
}
// Update moon phase timer
moonPhaseTimer += deltaTime;
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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// White Lady completes full cycle in MOON_CYCLE_DURATION seconds
whiteLadyPhase_ = std::fmod(moonPhaseTimer / MOON_CYCLE_DURATION, 1.0f);
// Blue Child has a different cycle rate (slightly faster, 3.5 minutes)
constexpr float BLUE_CHILD_CYCLE = 210.0f;
blueChildPhase_ = std::fmod(moonPhaseTimer / BLUE_CHILD_CYCLE, 1.0f);
}
void Celestial::setMoonPhase(float phase) {
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00
// Set White Lady phase (primary moon)
whiteLadyPhase_ = glm::clamp(phase, 0.0f, 1.0f);
// Update timer to match White Lady phase
moonPhaseTimer = whiteLadyPhase_ * MOON_CYCLE_DURATION;
}
void Celestial::setBlueChildPhase(float phase) {
// Set Blue Child phase (secondary moon)
blueChildPhase_ = glm::clamp(phase, 0.0f, 1.0f);
}
float Celestial::computePhaseFromGameTime(float gameTime, float cycleDays) const {
// WoW game time: 1 game day = 24 real minutes = 1440 seconds
constexpr float SECONDS_PER_GAME_DAY = 1440.0f;
// Convert game time to game days
float gameDays = gameTime / SECONDS_PER_GAME_DAY;
// Compute phase as fraction of lunar cycle (0.0-1.0)
float phase = std::fmod(gameDays / cycleDays, 1.0f);
// Ensure positive (fmod can return negative for negative input)
if (phase < 0.0f) {
phase += 1.0f;
}
return phase;
}
Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00
void Celestial::updatePhasesFromGameTime(float gameTime) {
// Compute deterministic phases from server game time
whiteLadyPhase_ = computePhaseFromGameTime(gameTime, WHITE_LADY_CYCLE_DAYS);
blueChildPhase_ = computePhaseFromGameTime(gameTime, BLUE_CHILD_CYCLE_DAYS);
}
} // namespace rendering
} // namespace wowee