#pragma once #include #include #include #include namespace wowee { namespace rendering { class VkContext; /** * 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. * * 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). */ 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(); /** * Render clouds. * @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) */ void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float timeOfDay); /** * Update cloud animation (wind drift). * @param deltaTime Seconds since last frame */ void update(float deltaTime); // --- Enable / disable --- void setEnabled(bool enabled) { enabled_ = enabled; } bool isEnabled() const { return enabled_; } // --- Cloud parameters --- /** Cloud coverage, 0 = clear, 1 = overcast. */ void setDensity(float density); float getDensity() const { return density_; } void setWindSpeed(float speed) { windSpeed_ = speed; } float getWindSpeed() const { return windSpeed_; } 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 }; static_assert(sizeof(CloudPush) == 24, "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; 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; // Mesh data (CPU side, used during initialization only) std::vector vertices_; std::vector indices_; int indexCount_ = 0; // Cloud parameters bool enabled_ = true; float density_ = 0.5f; float windSpeed_ = 1.0f; float windOffset_ = 0.0f; // Accumulated wind movement // Mesh generation parameters static constexpr int SEGMENTS = 32; static constexpr int RINGS = 8; static constexpr float RADIUS = 900.0f; // Slightly smaller than skybox }; } // namespace rendering } // namespace wowee