Kelsidavis-WoWee/include/rendering/clouds.hpp

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#pragma once
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <vector>
namespace wowee {
namespace rendering {
class VkContext;
/**
* Procedural cloud renderer (Vulkan)
*
* Renders animated procedural clouds on a sky hemisphere using FBM noise.
* Two noise layers at different frequencies produce realistic cloud shapes.
*
* Pipeline layout:
* set 0 = perFrameLayout (camera UBO view, projection, etc.)
* push = CloudPush (vec4 cloudColor + float density + float windOffset = 24 bytes)
*
* The vertex shader reads view/projection from set 0 directly; no per-object
* model matrix is needed (clouds are locked to the sky dome).
*/
class Clouds {
public:
Clouds();
~Clouds();
/**
* Initialize the cloud system.
* @param ctx Vulkan context
* @param perFrameLayout Descriptor set layout for set 0 (camera UBO)
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
/**
* Render clouds.
* @param cmd Command buffer to record into
* @param perFrameSet Per-frame descriptor set (set 0, camera UBO)
* @param timeOfDay Time of day in hours (0-24)
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay);
/**
* Update cloud animation (wind drift).
* @param deltaTime Seconds since last frame
*/
void update(float deltaTime);
// --- Enable / disable ---
void setEnabled(bool enabled) { enabled_ = enabled; }
bool isEnabled() const { return enabled_; }
// --- Cloud parameters ---
/** Cloud coverage, 0 = clear, 1 = overcast. */
void setDensity(float density);
float getDensity() const { return density_; }
void setWindSpeed(float speed) { windSpeed_ = speed; }
float getWindSpeed() const { return windSpeed_; }
private:
// Push constant block — must match clouds.frag.glsl
struct CloudPush {
glm::vec4 cloudColor; // 16 bytes (xyz = colour, w unused)
float density; // 4 bytes
float windOffset; // 4 bytes
// total = 24 bytes
};
static_assert(sizeof(CloudPush) == 24, "CloudPush size mismatch");
void generateMesh();
void createBuffers();
void destroyBuffers();
glm::vec3 getCloudColor(float timeOfDay) const;
// Vulkan objects
VkContext* vkCtx_ = nullptr;
VkPipeline pipeline_ = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
VkBuffer vertexBuffer_ = VK_NULL_HANDLE;
VmaAllocation vertexAlloc_ = VK_NULL_HANDLE;
VkBuffer indexBuffer_ = VK_NULL_HANDLE;
VmaAllocation indexAlloc_ = VK_NULL_HANDLE;
// Mesh data (CPU side, used during initialization only)
std::vector<glm::vec3> vertices_;
std::vector<uint32_t> indices_;
int indexCount_ = 0;
// Cloud parameters
bool enabled_ = true;
float density_ = 0.5f;
float windSpeed_ = 1.0f;
float windOffset_ = 0.0f; // Accumulated wind movement
// Mesh generation parameters
static constexpr int SEGMENTS = 32;
static constexpr int RINGS = 8;
static constexpr float RADIUS = 900.0f; // Slightly smaller than skybox
};
} // namespace rendering
} // namespace wowee