Kelsidavis-WoWee/include/rendering/clouds.hpp
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

97 lines
2.9 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <vector>
namespace wowee {
namespace rendering {
class VkContext;
struct SkyParams;
/**
* Procedural cloud renderer (Vulkan)
*
* Renders animated procedural clouds on a sky hemisphere using FBM noise.
* 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 (3 x vec4 = 48 bytes)
*/
class Clouds {
public:
Clouds();
~Clouds();
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
void shutdown();
void recreatePipelines();
/**
* 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 params Sky parameters with DBC colors and sun direction
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const SkyParams& params);
/**
* Update cloud animation (wind drift).
*/
void update(float deltaTime);
// --- Enable / disable ---
void setEnabled(bool enabled) { enabled_ = enabled; }
bool isEnabled() const { return enabled_; }
// --- Cloud parameters ---
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; // 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) == 48, "CloudPush size mismatch");
void generateMesh();
void createBuffers();
void destroyBuffers();
// 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<glm::vec3> vertices_;
std::vector<uint32_t> indices_;
int indexCount_ = 0;
// Cloud parameters
bool enabled_ = true;
float density_ = 0.35f;
float windSpeed_ = 1.0f;
float windOffset_ = 0.0f;
// Mesh generation parameters
static constexpr int SEGMENTS = 32;
static constexpr int RINGS = 8;
static constexpr float RADIUS = 900.0f;
};
} // namespace rendering
} // namespace wowee