Enhanced sky atmosphere with DBC-driven colors, sun lighting, and zone weather

- Skybox now uses DBC sky colors (skyTop/skyMiddle/skyBand1/skyBand2) instead
  of hardcoded C++ color curves, with 3-band gradient and Rayleigh/Mie scattering
- Clouds receive sun direction for lit edges, self-shadowing, and silver lining
- Fixed sun quad box artifact with proper edge fade in celestial shader
- Lens flare attenuated by fog, cloud density, and weather intensity
- Replaced garish green/purple lens flare ghosts with warm natural palette
- Added zone-based weather system for single-player mode with per-zone rain/snow
  configuration, probability-based activation, and smooth intensity transitions
- Server SMSG_WEATHER remains authoritative when connected to a server
This commit is contained in:
Kelsi 2026-02-22 23:20:13 -08:00
parent 085fd09b9d
commit 6563eebb60
18 changed files with 434 additions and 252 deletions

View file

@ -9,45 +9,37 @@ namespace wowee {
namespace rendering {
class VkContext;
struct SkyParams;
/**
* 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.
* Sun-lit edges, self-shadowing, and DBC-driven cloud colors for realistic appearance.
*
* 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).
* push = CloudPush (3 x vec4 = 48 bytes)
*/
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();
void recreatePipelines();
/**
* Render clouds.
* Render clouds using DBC-driven colors and sun lighting.
* @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)
* @param params Sky parameters with DBC colors and sun direction
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const SkyParams& params);
/**
* Update cloud animation (wind drift).
* @param deltaTime Seconds since last frame
*/
void update(float deltaTime);
@ -56,7 +48,6 @@ public:
bool isEnabled() const { return enabled_; }
// --- Cloud parameters ---
/** Cloud coverage, 0 = clear, 1 = overcast. */
void setDensity(float density);
float getDensity() const { return density_; }
@ -66,19 +57,16 @@ public:
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
glm::vec4 cloudColor; // xyz = DBC-derived base cloud color, w = unused
glm::vec4 sunDirDensity; // xyz = sun direction, w = density
glm::vec4 windAndLight; // x = windOffset, y = sunIntensity, z = ambient, w = unused
};
static_assert(sizeof(CloudPush) == 24, "CloudPush size mismatch");
static_assert(sizeof(CloudPush) == 48, "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;
@ -95,14 +83,14 @@ private:
// Cloud parameters
bool enabled_ = true;
float density_ = 0.5f;
float density_ = 0.35f;
float windSpeed_ = 1.0f;
float windOffset_ = 0.0f; // Accumulated wind movement
float windOffset_ = 0.0f;
// Mesh generation parameters
static constexpr int SEGMENTS = 32;
static constexpr int RINGS = 8;
static constexpr float RADIUS = 900.0f; // Slightly smaller than skybox
static constexpr float RADIUS = 900.0f;
};
} // namespace rendering

View file

@ -47,8 +47,13 @@ public:
* @param camera The camera to render from
* @param sunPosition World-space sun position
* @param timeOfDay Current time (0-24 hours)
* @param fogDensity Fog density 0-1 (attenuates flare)
* @param cloudDensity Cloud density 0-1 (attenuates flare)
* @param weatherIntensity Weather intensity 0-1 (rain/snow attenuates flare)
*/
void render(VkCommandBuffer cmd, const Camera& camera, const glm::vec3& sunPosition, float timeOfDay);
void render(VkCommandBuffer cmd, const Camera& camera, const glm::vec3& sunPosition,
float timeOfDay, float fogDensity = 0.0f, float cloudDensity = 0.0f,
float weatherIntensity = 0.0f);
/**
* @brief Enable or disable lens flare rendering

View file

@ -28,7 +28,7 @@ struct LightingParams {
glm::vec3 skyBand1Color{0.9f, 0.95f, 1.0f}; // Sky band 1
glm::vec3 skyBand2Color{1.0f, 0.98f, 0.9f}; // Sky band 2
float cloudDensity = 1.0f; // Cloud density/opacity
float cloudDensity = 0.3f; // Cloud density/opacity
float horizonGlow = 0.3f; // Horizon glow intensity
};

View file

@ -31,9 +31,10 @@ struct SkyParams {
glm::vec3 skyBand2Color{1.0f, 0.98f, 0.9f};
// Atmospheric effects
float cloudDensity = 0.0f; // 0-1
float fogDensity = 0.0f; // 0-1
float horizonGlow = 0.3f; // 0-1
float cloudDensity = 0.0f; // 0-1
float fogDensity = 0.0f; // 0-1
float horizonGlow = 0.3f; // 0-1
float weatherIntensity = 0.0f; // 0-1 (rain/snow intensity, attenuates lens flare)
// Time
float timeOfDay = 12.0f; // 0-24 hours

View file

@ -9,6 +9,7 @@ namespace wowee {
namespace rendering {
class VkContext;
struct SkyParams;
/**
* Skybox renderer
@ -16,6 +17,9 @@ class VkContext;
* Renders an atmospheric sky gradient using a fullscreen triangle.
* No vertex buffer: 3 vertices cover the entire screen via gl_VertexIndex.
* World-space ray direction is reconstructed from the inverse view+projection.
*
* Sky colors are driven by DBC data (Light.dbc / LightIntBand.dbc) via SkyParams,
* with Rayleigh/Mie atmospheric scattering for realistic appearance.
*/
class Skybox {
public:
@ -27,12 +31,12 @@ public:
void recreatePipelines();
/**
* Render the skybox
* Render the skybox using DBC-driven sky colors.
* @param cmd Command buffer to record into
* @param perFrameSet Per-frame descriptor set (set 0, contains camera UBO)
* @param timeOfDay Time of day in hours (0-24), affects sky color
* @param params Sky parameters with DBC colors and sun direction
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay = 12.0f);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const SkyParams& params);
/**
* Enable/disable skybox rendering
@ -58,15 +62,7 @@ public:
*/
void update(float deltaTime);
/**
* Get horizon color for fog (public for fog system)
*/
glm::vec3 getHorizonColor(float time) const;
private:
glm::vec3 getSkyColor(float altitude, float time) const;
glm::vec3 getZenithColor(float time) const;
VkContext* vkCtx = nullptr;
VkPipeline pipeline = VK_NULL_HANDLE;

View file

@ -4,6 +4,7 @@
#include <vk_mem_alloc.h>
#include <glm/glm.hpp>
#include <vector>
#include <unordered_map>
namespace wowee {
namespace rendering {
@ -79,6 +80,35 @@ public:
*/
int getParticleCount() const;
/**
* @brief Zone weather configuration
* Provides default weather per zone for single-player mode.
* When connected to a server, SMSG_WEATHER overrides these.
*/
struct ZoneWeather {
Type type = Type::NONE;
float minIntensity = 0.0f; // Min intensity (varies over time)
float maxIntensity = 0.0f; // Max intensity
float probability = 0.0f; // Chance of weather being active (0-1)
};
/**
* @brief Set weather for a zone (used for zone-based weather configuration)
*/
void setZoneWeather(uint32_t zoneId, Type type, float minIntensity, float maxIntensity, float probability);
/**
* @brief Update weather based on current zone (single-player mode)
* @param zoneId Current zone ID
* @param deltaTime Time since last frame
*/
void updateZoneWeather(uint32_t zoneId, float deltaTime);
/**
* @brief Initialize default zone weather table
*/
void initializeZoneWeatherDefaults();
/**
* @brief Clean up Vulkan resources
*/
@ -120,6 +150,15 @@ private:
static constexpr int MAX_PARTICLES = 2000;
static constexpr float SPAWN_VOLUME_SIZE = 100.0f; // Size of spawn area around camera
static constexpr float SPAWN_HEIGHT = 80.0f; // Height above camera to spawn
// Zone-based weather
std::unordered_map<uint32_t, ZoneWeather> zoneWeatherTable_;
uint32_t currentWeatherZone_ = 0;
float zoneWeatherTimer_ = 0.0f; // Time accumulator for weather cycling
float zoneWeatherCycleDuration_ = 0.0f; // Current cycle length
bool zoneWeatherActive_ = false; // Is zone weather currently active?
float targetIntensity_ = 0.0f; // Target intensity for smooth transitions
bool zoneWeatherInitialized_ = false;
};
} // namespace rendering