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Fix sky and clouds orientation for Z-up world coordinates
Skybox: replace sphere-mesh approach with a fullscreen triangle that reconstructs the world-space ray direction analytically via inverse projection/view matrices. Eliminates clip.w=0 degeneracy at the horizon and correctly maps altitude to dir.z in the Z-up coordinate system. Clouds: hemisphere mesh was storing altitude in aPos.y (Y-up convention); the Z-up view matrix projected this sideways, making clouds appear vertical. Store altitude in aPos.z and update the fragment shader to read dir.z as altitude and dir.xy as the horizontal UV plane.
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9 changed files with 39 additions and 155 deletions
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@ -13,8 +13,9 @@ class VkContext;
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/**
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* Skybox renderer
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*
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* Renders an atmospheric sky dome with gradient colors.
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* The sky uses a dome/sphere approach for realistic appearance.
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* Renders an atmospheric sky gradient using a fullscreen triangle.
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* No vertex buffer: 3 vertices cover the entire screen via gl_VertexIndex.
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* World-space ray direction is reconstructed from the inverse view+projection.
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*/
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class Skybox {
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public:
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@ -62,9 +63,6 @@ public:
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glm::vec3 getHorizonColor(float time) const;
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private:
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void createSkyDome();
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void destroySkyDome();
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glm::vec3 getSkyColor(float altitude, float time) const;
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glm::vec3 getZenithColor(float time) const;
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@ -73,13 +71,6 @@ private:
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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VkBuffer vertexBuffer = VK_NULL_HANDLE;
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VmaAllocation vertexAlloc = VK_NULL_HANDLE;
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VkBuffer indexBuffer = VK_NULL_HANDLE;
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VmaAllocation indexAlloc = VK_NULL_HANDLE;
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int indexCount = 0;
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float timeOfDay = 12.0f; // Default: noon
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float timeSpeed = 1.0f; // 1.0 = 1 hour per real second
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bool timeProgressionEnabled = false;
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