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Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies
Add SkySystem coordinator that follows WoW's actual architecture where skyboxes are authoritative and procedural elements serve as fallbacks. Integrate lighting system across all renderers (terrain, WMO, M2, character) with unified parameters. Sky System: - SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare - Skybox is authoritative (baked stars from M2 models, procedural fallback only) - skyboxHasStars flag gates procedural star rendering (prevents double-star bug) Celestial Bodies (Lore-Accurate): - Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue) - Deterministic moon phases from server gameTime (not deltaTime toys) - Sun positioning driven by LightingManager directionalDir (DBC-sourced) - Camera-locked sky dome (translation ignored, rotation applied) Lighting Integration: - Apply LightingManager params to WMO, M2, character renderers - Unified lighting: directional light, diffuse color, ambient color, fog - Star occlusion by cloud density (70% weight) and fog density (30% weight) Documentation: - Add comprehensive SKY_SYSTEM.md technical guide - Update MEMORY.md with sky system architecture and anti-patterns - Update README.md with WoW-accurate descriptions Critical design decisions: - NO latitude-based star rotation (Azeroth not modeled as spherical planet) - NO always-on procedural stars (skybox authority prevents zone identity loss) - NO universal dual-moon setup (map-specific celestial configurations)
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16 changed files with 1036 additions and 47 deletions
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@ -125,11 +125,17 @@ void Celestial::shutdown() {
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celestialShader.reset();
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}
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void Celestial::render(const Camera& camera, float timeOfDay) {
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void Celestial::render(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir, const glm::vec3* sunColor, float gameTime) {
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if (!renderingEnabled || vao == 0 || !celestialShader) {
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return;
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}
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// Update moon phases from game time if available (deterministic)
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if (gameTime >= 0.0f) {
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updatePhasesFromGameTime(gameTime);
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}
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// Enable blending for celestial glow
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -137,16 +143,21 @@ void Celestial::render(const Camera& camera, float timeOfDay) {
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// Disable depth writing (but keep depth testing)
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glDepthMask(GL_FALSE);
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// Render sun and moon
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renderSun(camera, timeOfDay);
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renderMoon(camera, timeOfDay);
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// Render sun and moons (pass lighting parameters)
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renderSun(camera, timeOfDay, sunDir, sunColor);
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renderMoon(camera, timeOfDay); // White Lady (primary moon)
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if (dualMoonMode_) {
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renderBlueChild(camera, timeOfDay); // Blue Child (secondary moon)
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}
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// Restore state
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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void Celestial::renderSun(const Camera& camera, float timeOfDay) {
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void Celestial::renderSun(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir, const glm::vec3* sunColor) {
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// Sun visible from 5:00 to 19:00
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if (timeOfDay < 5.0f || timeOfDay >= 19.0f) {
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return;
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@ -154,8 +165,16 @@ void Celestial::renderSun(const Camera& camera, float timeOfDay) {
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celestialShader->use();
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// Get sun position
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glm::vec3 sunPos = getSunPosition(timeOfDay);
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// Get sun position (use lighting direction if provided)
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glm::vec3 sunPos;
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if (sunDir) {
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// Place sun along the lighting direction at far distance
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const float sunDistance = 800.0f;
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sunPos = -*sunDir * sunDistance; // Negative because light comes FROM sun
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} else {
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// Fallback to time-based position
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sunPos = getSunPosition(timeOfDay);
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}
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// Create model matrix
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glm::mat4 model = glm::mat4(1.0f);
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@ -170,8 +189,8 @@ void Celestial::renderSun(const Camera& camera, float timeOfDay) {
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celestialShader->setUniform("view", view);
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celestialShader->setUniform("projection", projection);
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// Sun color and intensity
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glm::vec3 color = getSunColor(timeOfDay);
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// Sun color and intensity (use lighting color if provided)
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glm::vec3 color = sunColor ? *sunColor : getSunColor(timeOfDay);
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float intensity = getSunIntensity(timeOfDay);
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celestialShader->setUniform("celestialColor", color);
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@ -224,7 +243,61 @@ void Celestial::renderMoon(const Camera& camera, float timeOfDay) {
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celestialShader->setUniform("celestialColor", color);
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celestialShader->setUniform("intensity", intensity);
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celestialShader->setUniform("moonPhase", moonPhase);
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celestialShader->setUniform("moonPhase", whiteLadyPhase_);
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// Render quad
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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void Celestial::renderBlueChild(const Camera& camera, float timeOfDay) {
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// Blue Child visible from 19:00 to 5:00 (night, same as White Lady)
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if (timeOfDay >= 5.0f && timeOfDay < 19.0f) {
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return;
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}
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celestialShader->use();
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// Get moon position (offset slightly from White Lady)
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glm::vec3 moonPos = getMoonPosition(timeOfDay);
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// Offset Blue Child to the right and slightly lower
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moonPos.x += 80.0f; // Right offset
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moonPos.z -= 40.0f; // Slightly lower
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// Create model matrix (smaller than White Lady)
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, moonPos);
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model = glm::scale(model, glm::vec3(30.0f, 30.0f, 1.0f)); // 30 unit diameter (smaller)
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// Set uniforms
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glm::mat4 view = camera.getViewMatrix();
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glm::mat4 projection = camera.getProjectionMatrix();
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celestialShader->setUniform("model", model);
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celestialShader->setUniform("view", view);
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celestialShader->setUniform("projection", projection);
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// Blue Child color (pale blue tint)
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glm::vec3 color = glm::vec3(0.7f, 0.8f, 1.0f);
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// Fade in/out at transitions (same as White Lady)
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float intensity = 1.0f;
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if (timeOfDay >= 19.0f && timeOfDay < 21.0f) {
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// Fade in (19:00-21:00)
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intensity = (timeOfDay - 19.0f) / 2.0f;
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}
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else if (timeOfDay >= 3.0f && timeOfDay < 5.0f) {
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// Fade out (3:00-5:00)
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intensity = 1.0f - (timeOfDay - 3.0f) / 2.0f;
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}
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// Blue Child is dimmer than White Lady
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intensity *= 0.7f;
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celestialShader->setUniform("celestialColor", color);
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celestialShader->setUniform("intensity", intensity);
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celestialShader->setUniform("moonPhase", blueChildPhase_);
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// Render quad
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glBindVertexArray(vao);
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@ -396,16 +469,49 @@ void Celestial::update(float deltaTime) {
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// Update moon phase timer
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moonPhaseTimer += deltaTime;
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// Moon completes full cycle in MOON_CYCLE_DURATION seconds
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moonPhase = std::fmod(moonPhaseTimer / MOON_CYCLE_DURATION, 1.0f);
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// White Lady completes full cycle in MOON_CYCLE_DURATION seconds
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whiteLadyPhase_ = std::fmod(moonPhaseTimer / MOON_CYCLE_DURATION, 1.0f);
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// Blue Child has a different cycle rate (slightly faster, 3.5 minutes)
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constexpr float BLUE_CHILD_CYCLE = 210.0f;
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blueChildPhase_ = std::fmod(moonPhaseTimer / BLUE_CHILD_CYCLE, 1.0f);
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}
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void Celestial::setMoonPhase(float phase) {
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// Clamp phase to 0.0-1.0
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moonPhase = glm::clamp(phase, 0.0f, 1.0f);
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// Set White Lady phase (primary moon)
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whiteLadyPhase_ = glm::clamp(phase, 0.0f, 1.0f);
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// Update timer to match phase
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moonPhaseTimer = moonPhase * MOON_CYCLE_DURATION;
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// Update timer to match White Lady phase
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moonPhaseTimer = whiteLadyPhase_ * MOON_CYCLE_DURATION;
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}
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void Celestial::setBlueChildPhase(float phase) {
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// Set Blue Child phase (secondary moon)
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blueChildPhase_ = glm::clamp(phase, 0.0f, 1.0f);
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}
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float Celestial::computePhaseFromGameTime(float gameTime, float cycleDays) const {
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// WoW game time: 1 game day = 24 real minutes = 1440 seconds
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constexpr float SECONDS_PER_GAME_DAY = 1440.0f;
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// Convert game time to game days
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float gameDays = gameTime / SECONDS_PER_GAME_DAY;
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// Compute phase as fraction of lunar cycle (0.0-1.0)
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float phase = std::fmod(gameDays / cycleDays, 1.0f);
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// Ensure positive (fmod can return negative for negative input)
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if (phase < 0.0f) {
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phase += 1.0f;
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}
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return phase;
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}
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void Celestial::updatePhasesFromGameTime(float gameTime) {
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// Compute deterministic phases from server game time
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whiteLadyPhase_ = computePhaseFromGameTime(gameTime, WHITE_LADY_CYCLE_DAYS);
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blueChildPhase_ = computePhaseFromGameTime(gameTime, BLUE_CHILD_CYCLE_DAYS);
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}
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} // namespace rendering
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