Kelsidavis-WoWee/src/rendering/weather.cpp
Kelsi 6563eebb60 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
2026-02-22 23:20:13 -08:00

502 lines
18 KiB
C++

#include "rendering/weather.hpp"
#include "rendering/camera.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <random>
#include <cmath>
#include <cstring>
namespace wowee {
namespace rendering {
Weather::Weather() {
}
Weather::~Weather() {
shutdown();
}
bool Weather::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
LOG_INFO("Initializing weather system");
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/weather.vert.spv")) {
LOG_ERROR("Failed to load weather vertex shader");
return false;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/weather.frag.spv")) {
LOG_ERROR("Failed to load weather fragment shader");
return false;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Push constant range: { float particleSize; float pad0; float pad1; float pad2; vec4 particleColor; } = 32 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = 32; // 4 floats + vec4
// Create pipeline layout with perFrameLayout (set 0) + push constants
pipelineLayout = createPipelineLayout(device, {perFrameLayout}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather pipeline layout");
return false;
}
// Vertex input: position only (vec3), stride = 3 * sizeof(float)
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
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS) // depth test on, write off (transparent particles)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather pipeline");
return false;
}
// Create a dynamic mapped vertex buffer large enough for MAX_PARTICLES
dynamicVBSize = MAX_PARTICLES * sizeof(glm::vec3);
AllocatedBuffer buf = createBuffer(vkCtx->getAllocator(), dynamicVBSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
dynamicVB = buf.buffer;
dynamicVBAlloc = buf.allocation;
dynamicVBAllocInfo = buf.info;
if (dynamicVB == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather dynamic vertex buffer");
return false;
}
// Reserve space for particles
particles.reserve(MAX_PARTICLES);
particlePositions.reserve(MAX_PARTICLES);
LOG_INFO("Weather system initialized");
return true;
}
void Weather::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline, nullptr); pipeline = VK_NULL_HANDLE; }
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/weather.vert.spv")) {
LOG_ERROR("Weather::recreatePipelines: failed to load vertex shader");
return;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/weather.frag.spv")) {
LOG_ERROR("Weather::recreatePipelines: failed to load fragment shader");
vertModule.destroy();
return;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input (same as initialize)
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;
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Weather::recreatePipelines: failed to create pipeline");
}
}
void Weather::update(const Camera& camera, float deltaTime) {
if (!enabled || weatherType == Type::NONE) {
return;
}
// Initialize particles if needed
if (particles.empty()) {
resetParticles(camera);
}
// Calculate active particle count based on intensity
int targetParticleCount = static_cast<int>(MAX_PARTICLES * intensity);
// Adjust particle count
while (static_cast<int>(particles.size()) < targetParticleCount) {
Particle p;
p.position = getRandomPosition(camera.getPosition());
p.position.y = camera.getPosition().y + SPAWN_HEIGHT;
p.lifetime = 0.0f;
if (weatherType == Type::RAIN) {
p.velocity = glm::vec3(0.0f, -50.0f, 0.0f); // Fast downward
p.maxLifetime = 5.0f;
} else { // SNOW
p.velocity = glm::vec3(0.0f, -5.0f, 0.0f); // Slow downward
p.maxLifetime = 10.0f;
}
particles.push_back(p);
}
while (static_cast<int>(particles.size()) > targetParticleCount) {
particles.pop_back();
}
// Update each particle
for (auto& particle : particles) {
updateParticle(particle, camera, deltaTime);
}
// Update position buffer
particlePositions.clear();
for (const auto& particle : particles) {
particlePositions.push_back(particle.position);
}
}
void Weather::updateParticle(Particle& particle, const Camera& camera, float deltaTime) {
// Update lifetime
particle.lifetime += deltaTime;
// Reset if lifetime exceeded or too far from camera
glm::vec3 cameraPos = camera.getPosition();
float distance = glm::length(particle.position - cameraPos);
if (particle.lifetime >= particle.maxLifetime || distance > SPAWN_VOLUME_SIZE ||
particle.position.y < cameraPos.y - 20.0f) {
// Respawn at top
particle.position = getRandomPosition(cameraPos);
particle.position.y = cameraPos.y + SPAWN_HEIGHT;
particle.lifetime = 0.0f;
}
// Add wind effect for snow
if (weatherType == Type::SNOW) {
float windX = std::sin(particle.lifetime * 0.5f) * 2.0f;
float windZ = std::cos(particle.lifetime * 0.3f) * 2.0f;
particle.velocity.x = windX;
particle.velocity.z = windZ;
}
// Update position
particle.position += particle.velocity * deltaTime;
}
void Weather::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!enabled || weatherType == Type::NONE || particlePositions.empty() ||
pipeline == VK_NULL_HANDLE) {
return;
}
// Upload particle positions to mapped buffer
VkDeviceSize uploadSize = particlePositions.size() * sizeof(glm::vec3);
if (uploadSize > 0 && dynamicVBAllocInfo.pMappedData) {
std::memcpy(dynamicVBAllocInfo.pMappedData, particlePositions.data(), uploadSize);
}
// Push constant data: { float particleSize; float pad0; float pad1; float pad2; vec4 particleColor; }
struct WeatherPush {
float particleSize;
float pad0;
float pad1;
float pad2;
glm::vec4 particleColor;
};
WeatherPush push{};
if (weatherType == Type::RAIN) {
push.particleSize = 3.0f;
push.particleColor = glm::vec4(0.7f, 0.8f, 0.9f, 0.6f);
} else { // SNOW
push.particleSize = 8.0f;
push.particleColor = glm::vec4(1.0f, 1.0f, 1.0f, 0.9f);
}
// Bind pipeline
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Bind per-frame descriptor set (set 0 - camera UBO)
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
0, 1, &perFrameSet, 0, nullptr);
// Push constants
vkCmdPushConstants(cmd, pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push);
// Bind vertex buffer
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &dynamicVB, &offset);
// Draw particles as points
vkCmdDraw(cmd, static_cast<uint32_t>(particlePositions.size()), 1, 0, 0);
}
void Weather::resetParticles(const Camera& camera) {
particles.clear();
int particleCount = static_cast<int>(MAX_PARTICLES * intensity);
glm::vec3 cameraPos = camera.getPosition();
for (int i = 0; i < particleCount; ++i) {
Particle p;
p.position = getRandomPosition(cameraPos);
p.position.y = cameraPos.y + SPAWN_HEIGHT * (static_cast<float>(rand()) / RAND_MAX);
p.lifetime = 0.0f;
if (weatherType == Type::RAIN) {
p.velocity = glm::vec3(0.0f, -50.0f, 0.0f);
p.maxLifetime = 5.0f;
} else { // SNOW
p.velocity = glm::vec3(0.0f, -5.0f, 0.0f);
p.maxLifetime = 10.0f;
}
particles.push_back(p);
}
}
glm::vec3 Weather::getRandomPosition(const glm::vec3& center) const {
static std::random_device rd;
static std::mt19937 gen(rd());
static std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
float x = center.x + dist(gen) * SPAWN_VOLUME_SIZE;
float z = center.z + dist(gen) * SPAWN_VOLUME_SIZE;
float y = center.y;
return glm::vec3(x, y, z);
}
void Weather::setIntensity(float intensity) {
this->intensity = glm::clamp(intensity, 0.0f, 1.0f);
}
int Weather::getParticleCount() const {
return static_cast<int>(particles.size());
}
void Weather::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
if (pipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
pipelineLayout = VK_NULL_HANDLE;
}
if (dynamicVB != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, dynamicVB, dynamicVBAlloc);
dynamicVB = VK_NULL_HANDLE;
dynamicVBAlloc = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
particles.clear();
particlePositions.clear();
}
// ---------------------------------------------------------------------------
// Zone-based weather configuration
// ---------------------------------------------------------------------------
void Weather::setZoneWeather(uint32_t zoneId, Type type, float minIntensity, float maxIntensity, float probability) {
zoneWeatherTable_[zoneId] = {type, minIntensity, maxIntensity, probability};
}
void Weather::initializeZoneWeatherDefaults() {
if (zoneWeatherInitialized_) return;
zoneWeatherInitialized_ = true;
// Eastern Kingdoms zones
setZoneWeather(10, Type::RAIN, 0.2f, 0.6f, 0.3f); // Duskwood — frequent rain
setZoneWeather(11, Type::RAIN, 0.1f, 0.4f, 0.15f); // Wetlands — moderate rain
setZoneWeather(8, Type::RAIN, 0.1f, 0.5f, 0.2f); // Swamp of Sorrows
setZoneWeather(33, Type::RAIN, 0.2f, 0.7f, 0.25f); // Stranglethorn Vale
setZoneWeather(44, Type::RAIN, 0.1f, 0.3f, 0.1f); // Redridge Mountains — light rain
setZoneWeather(36, Type::RAIN, 0.1f, 0.4f, 0.15f); // Alterac Mountains
setZoneWeather(45, Type::RAIN, 0.1f, 0.3f, 0.1f); // Arathi Highlands
setZoneWeather(267, Type::RAIN, 0.2f, 0.5f, 0.2f); // Hillsbrad Foothills
setZoneWeather(28, Type::RAIN, 0.1f, 0.3f, 0.1f); // Western Plaguelands — occasional rain
setZoneWeather(139, Type::RAIN, 0.1f, 0.3f, 0.1f); // Eastern Plaguelands
// Snowy zones
setZoneWeather(1, Type::SNOW, 0.2f, 0.6f, 0.3f); // Dun Morogh
setZoneWeather(51, Type::SNOW, 0.1f, 0.5f, 0.2f); // Searing Gorge (occasional)
setZoneWeather(41, Type::SNOW, 0.1f, 0.4f, 0.15f); // Deadwind Pass
setZoneWeather(2817, Type::SNOW, 0.3f, 0.7f, 0.4f); // Crystalsong Forest
setZoneWeather(67, Type::SNOW, 0.2f, 0.6f, 0.35f); // Storm Peaks
setZoneWeather(65, Type::SNOW, 0.2f, 0.5f, 0.3f); // Dragonblight
setZoneWeather(394, Type::SNOW, 0.1f, 0.4f, 0.2f); // Grizzly Hills
setZoneWeather(495, Type::SNOW, 0.3f, 0.8f, 0.5f); // Howling Fjord
setZoneWeather(210, Type::SNOW, 0.2f, 0.5f, 0.25f); // Icecrown
setZoneWeather(3537, Type::SNOW, 0.2f, 0.6f, 0.3f); // Borean Tundra
setZoneWeather(4742, Type::SNOW, 0.2f, 0.5f, 0.3f); // Hrothgar's Landing
// Kalimdor zones
setZoneWeather(15, Type::RAIN, 0.1f, 0.4f, 0.15f); // Dustwallow Marsh
setZoneWeather(16, Type::RAIN, 0.1f, 0.3f, 0.1f); // Azshara
setZoneWeather(148, Type::RAIN, 0.1f, 0.4f, 0.15f); // Darkshore
setZoneWeather(331, Type::RAIN, 0.1f, 0.3f, 0.1f); // Ashenvale
setZoneWeather(405, Type::RAIN, 0.1f, 0.3f, 0.1f); // Desolace
setZoneWeather(15, Type::RAIN, 0.2f, 0.5f, 0.2f); // Dustwallow Marsh
setZoneWeather(490, Type::RAIN, 0.1f, 0.4f, 0.15f); // Un'Goro Crater
setZoneWeather(493, Type::RAIN, 0.1f, 0.3f, 0.1f); // Moonglade
// Winterspring is snowy
setZoneWeather(618, Type::SNOW, 0.2f, 0.6f, 0.3f); // Winterspring
// Outland
setZoneWeather(3483, Type::RAIN, 0.1f, 0.3f, 0.1f); // Hellfire Peninsula (occasional)
setZoneWeather(3521, Type::RAIN, 0.1f, 0.4f, 0.15f); // Zangarmarsh
setZoneWeather(3519, Type::RAIN, 0.1f, 0.3f, 0.1f); // Terokkar Forest
}
void Weather::updateZoneWeather(uint32_t zoneId, float deltaTime) {
if (!zoneWeatherInitialized_) {
initializeZoneWeatherDefaults();
}
// Zone changed — reset weather cycle
if (zoneId != currentWeatherZone_) {
currentWeatherZone_ = zoneId;
zoneWeatherTimer_ = 0.0f;
auto it = zoneWeatherTable_.find(zoneId);
if (it == zoneWeatherTable_.end()) {
// Zone has no configured weather — clear gradually
targetIntensity_ = 0.0f;
} else {
// Roll whether weather is active based on probability
float roll = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
zoneWeatherActive_ = (roll < it->second.probability);
if (zoneWeatherActive_) {
weatherType = it->second.type;
// Random intensity within configured range
float t = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
targetIntensity_ = glm::mix(it->second.minIntensity, it->second.maxIntensity, t);
// Random cycle duration: 3-8 minutes
zoneWeatherCycleDuration_ = 180.0f + static_cast<float>(rand()) / static_cast<float>(RAND_MAX) * 300.0f;
} else {
targetIntensity_ = 0.0f;
zoneWeatherCycleDuration_ = 120.0f + static_cast<float>(rand()) / static_cast<float>(RAND_MAX) * 180.0f;
}
}
}
// Smooth intensity transitions
float transitionSpeed = 0.15f * deltaTime; // ~7 seconds to full transition
if (intensity < targetIntensity_) {
intensity = std::min(intensity + transitionSpeed, targetIntensity_);
} else if (intensity > targetIntensity_) {
intensity = std::max(intensity - transitionSpeed, targetIntensity_);
}
// If intensity reached zero and target is zero, clear weather type
if (intensity <= 0.01f && targetIntensity_ <= 0.01f) {
if (weatherType != Type::NONE) {
weatherType = Type::NONE;
particles.clear();
}
}
// Weather cycling — periodically re-roll weather
zoneWeatherTimer_ += deltaTime;
if (zoneWeatherTimer_ >= zoneWeatherCycleDuration_ && zoneWeatherCycleDuration_ > 0.0f) {
zoneWeatherTimer_ = 0.0f;
auto it = zoneWeatherTable_.find(zoneId);
if (it != zoneWeatherTable_.end()) {
float roll = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
zoneWeatherActive_ = (roll < it->second.probability);
if (zoneWeatherActive_) {
weatherType = it->second.type;
float t = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
targetIntensity_ = glm::mix(it->second.minIntensity, it->second.maxIntensity, t);
} else {
targetIntensity_ = 0.0f;
}
// New cycle duration
zoneWeatherCycleDuration_ = 180.0f + static_cast<float>(rand()) / static_cast<float>(RAND_MAX) * 300.0f;
}
}
}
} // namespace rendering
} // namespace wowee