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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
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18 changed files with 434 additions and 252 deletions
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@ -4,6 +4,7 @@
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#include <vk_mem_alloc.h>
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#include <glm/glm.hpp>
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#include <vector>
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#include <unordered_map>
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namespace wowee {
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namespace rendering {
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@ -79,6 +80,35 @@ public:
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*/
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int getParticleCount() const;
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/**
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* @brief Zone weather configuration
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* Provides default weather per zone for single-player mode.
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* When connected to a server, SMSG_WEATHER overrides these.
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*/
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struct ZoneWeather {
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Type type = Type::NONE;
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float minIntensity = 0.0f; // Min intensity (varies over time)
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float maxIntensity = 0.0f; // Max intensity
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float probability = 0.0f; // Chance of weather being active (0-1)
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};
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/**
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* @brief Set weather for a zone (used for zone-based weather configuration)
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*/
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void setZoneWeather(uint32_t zoneId, Type type, float minIntensity, float maxIntensity, float probability);
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/**
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* @brief Update weather based on current zone (single-player mode)
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* @param zoneId Current zone ID
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* @param deltaTime Time since last frame
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*/
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void updateZoneWeather(uint32_t zoneId, float deltaTime);
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/**
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* @brief Initialize default zone weather table
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*/
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void initializeZoneWeatherDefaults();
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/**
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* @brief Clean up Vulkan resources
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*/
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@ -120,6 +150,15 @@ private:
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static constexpr int MAX_PARTICLES = 2000;
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static constexpr float SPAWN_VOLUME_SIZE = 100.0f; // Size of spawn area around camera
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static constexpr float SPAWN_HEIGHT = 80.0f; // Height above camera to spawn
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// Zone-based weather
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std::unordered_map<uint32_t, ZoneWeather> zoneWeatherTable_;
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uint32_t currentWeatherZone_ = 0;
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float zoneWeatherTimer_ = 0.0f; // Time accumulator for weather cycling
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float zoneWeatherCycleDuration_ = 0.0f; // Current cycle length
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bool zoneWeatherActive_ = false; // Is zone weather currently active?
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float targetIntensity_ = 0.0f; // Target intensity for smooth transitions
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bool zoneWeatherInitialized_ = false;
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};
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} // namespace rendering
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