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.
This commit is contained in:
Kelsi 2026-02-21 21:57:16 -08:00
parent 69cf39ba02
commit 4fc3689dcc
9 changed files with 39 additions and 155 deletions

View file

@ -38,10 +38,10 @@ float fbm(vec2 p) {
void main() { void main() {
vec3 dir = normalize(vWorldDir); vec3 dir = normalize(vWorldDir);
float altitude = dir.y; float altitude = dir.z; // Z is up in the Z-up world coordinate system
if (altitude < 0.0) discard; if (altitude < 0.0) discard;
vec2 uv = dir.xz / (altitude + 0.001); vec2 uv = dir.xy / (altitude + 0.001); // XY is the horizontal plane
uv += push.windOffset; uv += push.windOffset;
float cloud1 = fbm(uv * 0.8); float cloud1 = fbm(uv * 0.8);

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@ -19,13 +19,30 @@ layout(push_constant) uniform Push {
float timeOfDay; float timeOfDay;
} push; } push;
layout(location = 0) in vec3 WorldPos; layout(location = 0) in vec2 TexCoord;
layout(location = 1) in float Altitude;
layout(location = 0) out vec4 outColor; layout(location = 0) out vec4 outColor;
void main() { void main() {
float t = clamp(Altitude, 0.0, 1.0); // Reconstruct world-space ray direction from screen position.
// TexCoord is [0,1]^2; convert to NDC [-1,1]^2.
float ndcX = TexCoord.x * 2.0 - 1.0;
float ndcY = -(TexCoord.y * 2.0 - 1.0); // flip Y: Vulkan NDC Y-down, but projection already flipped
// Unproject to view space using focal lengths from projection matrix.
// projection[0][0] = 2*near/(right-left) = 1/tan(fovX/2)
// projection[1][1] = 2*near/(top-bottom) (already negated for Vulkan Y-flip)
// We want the original magnitude, so take abs to get the focal length.
vec3 viewDir = vec3(ndcX / projection[0][0],
ndcY / abs(projection[1][1]),
-1.0);
// Rotate to world space: view = R*T, so R^-1 = R^T = transpose(mat3(view))
mat3 invViewRot = transpose(mat3(view));
vec3 worldDir = normalize(invViewRot * viewDir);
// worldDir.z = sin(elevation); +1 = zenith, 0 = horizon, -1 = nadir
float t = clamp(worldDir.z, 0.0, 1.0);
t = pow(t, 1.5); t = pow(t, 1.5);
vec3 sky = mix(push.horizonColor.rgb, push.zenithColor.rgb, t); vec3 sky = mix(push.horizonColor.rgb, push.zenithColor.rgb, t);
float scatter = max(0.0, 1.0 - t * 2.0) * 0.15; float scatter = max(0.0, 1.0 - t * 2.0) * 0.15;

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@ -1,27 +1,12 @@
#version 450 #version 450
layout(set = 0, binding = 0) uniform PerFrame { // Fullscreen triangle sky — no vertex buffer, no mesh.
mat4 view; // Draws 3 vertices covering the entire screen, depth forced to 1.0 (far plane).
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams; // x=fogStart, y=fogEnd, z=time
vec4 shadowParams; // x=enabled, y=strength
};
layout(location = 0) in vec3 aPos; layout(location = 0) out vec2 TexCoord;
layout(location = 0) out vec3 WorldPos;
layout(location = 1) out float Altitude;
void main() { void main() {
WorldPos = aPos; // Produces triangle covering NDC [-1,1]² with depth = 1.0 (far)
Altitude = aPos.y; TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
mat4 rotView = mat4(mat3(view)); // strip translation gl_Position = vec4(TexCoord * 2.0 - 1.0, 1.0, 1.0);
vec4 pos = projection * rotView * vec4(aPos, 1.0);
gl_Position = pos.xyww; // force far plane
} }

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@ -13,8 +13,9 @@ class VkContext;
/** /**
* Skybox renderer * Skybox renderer
* *
* Renders an atmospheric sky dome with gradient colors. * Renders an atmospheric sky gradient using a fullscreen triangle.
* The sky uses a dome/sphere approach for realistic appearance. * No vertex buffer: 3 vertices cover the entire screen via gl_VertexIndex.
* World-space ray direction is reconstructed from the inverse view+projection.
*/ */
class Skybox { class Skybox {
public: public:
@ -62,9 +63,6 @@ public:
glm::vec3 getHorizonColor(float time) const; glm::vec3 getHorizonColor(float time) const;
private: private:
void createSkyDome();
void destroySkyDome();
glm::vec3 getSkyColor(float altitude, float time) const; glm::vec3 getSkyColor(float altitude, float time) const;
glm::vec3 getZenithColor(float time) const; glm::vec3 getZenithColor(float time) const;
@ -73,13 +71,6 @@ private:
VkPipeline pipeline = VK_NULL_HANDLE; VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = 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;
int indexCount = 0;
float timeOfDay = 12.0f; // Default: noon float timeOfDay = 12.0f; // Default: noon
float timeSpeed = 1.0f; // 1.0 = 1 hour per real second float timeSpeed = 1.0f; // 1.0 = 1 hour per real second
bool timeProgressionEnabled = false; bool timeProgressionEnabled = false;

View file

@ -202,17 +202,17 @@ void Clouds::generateMesh() {
vertices_.clear(); vertices_.clear();
indices_.clear(); indices_.clear();
// Upper hemisphere // Upper hemisphere — Z-up world: altitude goes into Z, horizontal spread in X/Y
for (int ring = 0; ring <= RINGS; ++ring) { for (int ring = 0; ring <= RINGS; ++ring) {
float phi = (ring / static_cast<float>(RINGS)) * (static_cast<float>(M_PI) * 0.5f); float phi = (ring / static_cast<float>(RINGS)) * (static_cast<float>(M_PI) * 0.5f);
float y = RADIUS * std::cos(phi); float altZ = RADIUS * std::cos(phi); // altitude → world Z (up)
float ringRadius = RADIUS * std::sin(phi); float ringRadius = RADIUS * std::sin(phi);
for (int seg = 0; seg <= SEGMENTS; ++seg) { for (int seg = 0; seg <= SEGMENTS; ++seg) {
float theta = (seg / static_cast<float>(SEGMENTS)) * (2.0f * static_cast<float>(M_PI)); float theta = (seg / static_cast<float>(SEGMENTS)) * (2.0f * static_cast<float>(M_PI));
float x = ringRadius * std::cos(theta); float x = ringRadius * std::cos(theta);
float z = ringRadius * std::sin(theta); float y = ringRadius * std::sin(theta);
vertices_.push_back(glm::vec3(x, y, z)); vertices_.push_back(glm::vec3(x, y, altZ));
} }
} }

View file

@ -3,11 +3,9 @@
#include "rendering/vk_shader.hpp" #include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp" #include "rendering/vk_pipeline.hpp"
#include "rendering/vk_frame_data.hpp" #include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp" #include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <cmath> #include <cmath>
#include <vector>
namespace wowee { namespace wowee {
namespace rendering { namespace rendering {
@ -54,18 +52,7 @@ bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
return false; return false;
} }
// Vertex input: position only (vec3), stride = 3 * sizeof(float) // Fullscreen triangle — no vertex buffer, no vertex input.
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 3 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
// Dynamic viewport and scissor // Dynamic viewport and scissor
std::vector<VkDynamicState> dynamicStates = { std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_VIEWPORT,
@ -74,7 +61,7 @@ bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
pipeline = PipelineBuilder() pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage) .setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr}) .setVertexInput({}, {})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST) .setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE) .setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test on, write off, LEQUAL for far plane .setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test on, write off, LEQUAL for far plane
@ -93,16 +80,11 @@ bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
return false; return false;
} }
// Create sky dome mesh and upload to GPU
createSkyDome();
LOG_INFO("Skybox initialized"); LOG_INFO("Skybox initialized");
return true; return true;
} }
void Skybox::shutdown() { void Skybox::shutdown() {
destroySkyDome();
if (vkCtx) { if (vkCtx) {
VkDevice device = vkCtx->getDevice(); VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) { if (pipeline != VK_NULL_HANDLE) {
@ -149,15 +131,8 @@ void Skybox::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float time
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push); 0, sizeof(push), &push);
// Bind vertex buffer // Draw fullscreen triangle — no vertex buffer needed
VkDeviceSize offset = 0; vkCmdDraw(cmd, 3, 1, 0, 0);
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuffer, &offset);
// Bind index buffer
vkCmdBindIndexBuffer(cmd, indexBuffer, 0, VK_INDEX_TYPE_UINT32);
// Draw
vkCmdDrawIndexed(cmd, static_cast<uint32_t>(indexCount), 1, 0, 0, 0);
} }
void Skybox::update(float deltaTime) { void Skybox::update(float deltaTime) {
@ -179,90 +154,6 @@ void Skybox::setTimeOfDay(float time) {
timeOfDay = time; timeOfDay = time;
} }
void Skybox::createSkyDome() {
// Create an extended dome that goes below horizon for better coverage
const int rings = 16; // Vertical resolution
const int sectors = 32; // Horizontal resolution
const float radius = 2000.0f; // Large enough to cover view without looking curved
std::vector<float> vertices;
std::vector<uint32_t> indices;
// Generate vertices - extend slightly below horizon
const float minPhi = -M_PI / 12.0f; // Start 15° below horizon
const float maxPhi = M_PI / 2.0f; // End at zenith
for (int ring = 0; ring <= rings; ring++) {
float phi = minPhi + (maxPhi - minPhi) * (static_cast<float>(ring) / rings);
float y = radius * std::sin(phi);
float ringRadius = radius * std::cos(phi);
for (int sector = 0; sector <= sectors; sector++) {
float theta = (2.0f * M_PI) * (static_cast<float>(sector) / sectors);
float x = ringRadius * std::cos(theta);
float z = ringRadius * std::sin(theta);
// Position
vertices.push_back(x);
vertices.push_back(z); // Z up in WoW coordinates
vertices.push_back(y);
}
}
// Generate indices
for (int ring = 0; ring < rings; ring++) {
for (int sector = 0; sector < sectors; sector++) {
int current = ring * (sectors + 1) + sector;
int next = current + sectors + 1;
// Two triangles per quad
indices.push_back(current);
indices.push_back(next);
indices.push_back(current + 1);
indices.push_back(current + 1);
indices.push_back(next);
indices.push_back(next + 1);
}
}
indexCount = static_cast<int>(indices.size());
// Upload vertex buffer to GPU via staging
AllocatedBuffer vbuf = uploadBuffer(*vkCtx,
vertices.data(),
vertices.size() * sizeof(float),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vertexBuffer = vbuf.buffer;
vertexAlloc = vbuf.allocation;
// Upload index buffer to GPU via staging
AllocatedBuffer ibuf = uploadBuffer(*vkCtx,
indices.data(),
indices.size() * sizeof(uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
indexBuffer = ibuf.buffer;
indexAlloc = ibuf.allocation;
LOG_DEBUG("Sky dome created: ", (rings + 1) * (sectors + 1), " vertices, ", indexCount / 3, " triangles");
}
void Skybox::destroySkyDome() {
if (!vkCtx) return;
VmaAllocator allocator = vkCtx->getAllocator();
if (vertexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, vertexBuffer, vertexAlloc);
vertexBuffer = VK_NULL_HANDLE;
vertexAlloc = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, indexBuffer, indexAlloc);
indexBuffer = VK_NULL_HANDLE;
indexAlloc = VK_NULL_HANDLE;
}
}
glm::vec3 Skybox::getHorizonColor(float time) const { glm::vec3 Skybox::getHorizonColor(float time) const {
// Time-based horizon colors // Time-based horizon colors
// 0-6: Night (dark blue) // 0-6: Night (dark blue)