Kelsidavis-WoWee/src/rendering/skybox.cpp
Kelsi 83b576e8d9 Vulcan Nightmare
Experimentally bringing up vulcan support
2026-02-21 22:04:17 -08:00

365 lines
12 KiB
C++

#include "rendering/skybox.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 <cmath>
#include <vector>
namespace wowee {
namespace rendering {
Skybox::Skybox() = default;
Skybox::~Skybox() {
shutdown();
}
bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
LOG_INFO("Initializing skybox");
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/skybox.vert.spv")) {
LOG_ERROR("Failed to load skybox vertex shader");
return false;
}
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/skybox.frag.spv")) {
LOG_ERROR("Failed to load skybox 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: horizonColor (vec4) + zenithColor (vec4) + timeOfDay (float) = 36 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(glm::vec4) + sizeof(glm::vec4) + sizeof(float); // 36 bytes
// Create pipeline layout with perFrameLayout (set 0) + push constants
pipelineLayout = createPipelineLayout(device, {perFrameLayout}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create skybox 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_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test on, write off, LEQUAL for far plane
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
// Shader modules can be freed after pipeline creation
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create skybox pipeline");
return false;
}
// Create sky dome mesh and upload to GPU
createSkyDome();
LOG_INFO("Skybox initialized");
return true;
}
void Skybox::shutdown() {
destroySkyDome();
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
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;
}
}
vkCtx = nullptr;
}
void Skybox::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float time) {
if (pipeline == VK_NULL_HANDLE || !renderingEnabled) {
return;
}
// Push constant data
struct SkyPushConstants {
glm::vec4 horizonColor;
glm::vec4 zenithColor;
float timeOfDay;
};
SkyPushConstants push{};
glm::vec3 horizon = getHorizonColor(time);
glm::vec3 zenith = getZenithColor(time);
push.horizonColor = glm::vec4(horizon, 1.0f);
push.zenithColor = glm::vec4(zenith, 1.0f);
push.timeOfDay = time;
// 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, &vertexBuffer, &offset);
// Bind index buffer
vkCmdBindIndexBuffer(cmd, indexBuffer, 0, VK_INDEX_TYPE_UINT32);
// Draw
vkCmdDrawIndexed(cmd, static_cast<uint32_t>(indexCount), 1, 0, 0, 0);
}
void Skybox::update(float deltaTime) {
if (timeProgressionEnabled) {
timeOfDay += deltaTime * timeSpeed;
// Wrap around 24 hours
if (timeOfDay >= 24.0f) {
timeOfDay -= 24.0f;
}
}
}
void Skybox::setTimeOfDay(float time) {
// Clamp to 0-24 range
while (time < 0.0f) time += 24.0f;
while (time >= 24.0f) time -= 24.0f;
timeOfDay = time;
}
void Skybox::createSkyDome() {
// Create an extended dome that goes below horizon for better coverage
const int rings = 16; // Vertical resolution
const int sectors = 32; // Horizontal resolution
const float radius = 2000.0f; // Large enough to cover view without looking curved
std::vector<float> vertices;
std::vector<uint32_t> indices;
// Generate vertices - extend slightly below horizon
const float minPhi = -M_PI / 12.0f; // Start 15° below horizon
const float maxPhi = M_PI / 2.0f; // End at zenith
for (int ring = 0; ring <= rings; ring++) {
float phi = minPhi + (maxPhi - minPhi) * (static_cast<float>(ring) / rings);
float y = radius * std::sin(phi);
float ringRadius = radius * std::cos(phi);
for (int sector = 0; sector <= sectors; sector++) {
float theta = (2.0f * M_PI) * (static_cast<float>(sector) / sectors);
float x = ringRadius * std::cos(theta);
float z = ringRadius * std::sin(theta);
// Position
vertices.push_back(x);
vertices.push_back(z); // Z up in WoW coordinates
vertices.push_back(y);
}
}
// Generate indices
for (int ring = 0; ring < rings; ring++) {
for (int sector = 0; sector < sectors; sector++) {
int current = ring * (sectors + 1) + sector;
int next = current + sectors + 1;
// Two triangles per quad
indices.push_back(current);
indices.push_back(next);
indices.push_back(current + 1);
indices.push_back(current + 1);
indices.push_back(next);
indices.push_back(next + 1);
}
}
indexCount = static_cast<int>(indices.size());
// Upload vertex buffer to GPU via staging
AllocatedBuffer vbuf = uploadBuffer(*vkCtx,
vertices.data(),
vertices.size() * sizeof(float),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vertexBuffer = vbuf.buffer;
vertexAlloc = vbuf.allocation;
// Upload index buffer to GPU via staging
AllocatedBuffer ibuf = uploadBuffer(*vkCtx,
indices.data(),
indices.size() * sizeof(uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
indexBuffer = ibuf.buffer;
indexAlloc = ibuf.allocation;
LOG_DEBUG("Sky dome created: ", (rings + 1) * (sectors + 1), " vertices, ", indexCount / 3, " triangles");
}
void Skybox::destroySkyDome() {
if (!vkCtx) return;
VmaAllocator allocator = vkCtx->getAllocator();
if (vertexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, vertexBuffer, vertexAlloc);
vertexBuffer = VK_NULL_HANDLE;
vertexAlloc = VK_NULL_HANDLE;
}
if (indexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, indexBuffer, indexAlloc);
indexBuffer = VK_NULL_HANDLE;
indexAlloc = VK_NULL_HANDLE;
}
}
glm::vec3 Skybox::getHorizonColor(float time) const {
// Time-based horizon colors
// 0-6: Night (dark blue)
// 6-8: Dawn (orange/pink)
// 8-16: Day (light blue)
// 16-18: Dusk (orange/red)
// 18-24: Night (dark blue)
if (time < 5.0f || time >= 21.0f) {
// Night - dark blue/purple horizon
return glm::vec3(0.05f, 0.05f, 0.15f);
}
else if (time >= 5.0f && time < 7.0f) {
// Dawn - blend from night to orange
float t = (time - 5.0f) / 2.0f;
glm::vec3 night = glm::vec3(0.05f, 0.05f, 0.15f);
glm::vec3 dawn = glm::vec3(1.0f, 0.5f, 0.2f);
return glm::mix(night, dawn, t);
}
else if (time >= 7.0f && time < 9.0f) {
// Morning - blend from orange to blue
float t = (time - 7.0f) / 2.0f;
glm::vec3 dawn = glm::vec3(1.0f, 0.5f, 0.2f);
glm::vec3 day = glm::vec3(0.6f, 0.7f, 0.9f);
return glm::mix(dawn, day, t);
}
else if (time >= 9.0f && time < 17.0f) {
// Day - light blue horizon
return glm::vec3(0.6f, 0.7f, 0.9f);
}
else if (time >= 17.0f && time < 19.0f) {
// Dusk - blend from blue to orange/red
float t = (time - 17.0f) / 2.0f;
glm::vec3 day = glm::vec3(0.6f, 0.7f, 0.9f);
glm::vec3 dusk = glm::vec3(1.0f, 0.4f, 0.1f);
return glm::mix(day, dusk, t);
}
else {
// Evening - blend from orange to night
float t = (time - 19.0f) / 2.0f;
glm::vec3 dusk = glm::vec3(1.0f, 0.4f, 0.1f);
glm::vec3 night = glm::vec3(0.05f, 0.05f, 0.15f);
return glm::mix(dusk, night, t);
}
}
glm::vec3 Skybox::getZenithColor(float time) const {
// Zenith (top of sky) colors
if (time < 5.0f || time >= 21.0f) {
// Night - very dark blue, almost black
return glm::vec3(0.01f, 0.01f, 0.05f);
}
else if (time >= 5.0f && time < 7.0f) {
// Dawn - blend from night to light blue
float t = (time - 5.0f) / 2.0f;
glm::vec3 night = glm::vec3(0.01f, 0.01f, 0.05f);
glm::vec3 dawn = glm::vec3(0.3f, 0.4f, 0.7f);
return glm::mix(night, dawn, t);
}
else if (time >= 7.0f && time < 9.0f) {
// Morning - blend to bright blue
float t = (time - 7.0f) / 2.0f;
glm::vec3 dawn = glm::vec3(0.3f, 0.4f, 0.7f);
glm::vec3 day = glm::vec3(0.2f, 0.5f, 1.0f);
return glm::mix(dawn, day, t);
}
else if (time >= 9.0f && time < 17.0f) {
// Day - bright blue zenith
return glm::vec3(0.2f, 0.5f, 1.0f);
}
else if (time >= 17.0f && time < 19.0f) {
// Dusk - blend to darker blue
float t = (time - 17.0f) / 2.0f;
glm::vec3 day = glm::vec3(0.2f, 0.5f, 1.0f);
glm::vec3 dusk = glm::vec3(0.1f, 0.2f, 0.4f);
return glm::mix(day, dusk, t);
}
else {
// Evening - blend to night
float t = (time - 19.0f) / 2.0f;
glm::vec3 dusk = glm::vec3(0.1f, 0.2f, 0.4f);
glm::vec3 night = glm::vec3(0.01f, 0.01f, 0.05f);
return glm::mix(dusk, night, t);
}
}
glm::vec3 Skybox::getSkyColor(float altitude, float time) const {
// Blend between horizon and zenith based on altitude
glm::vec3 horizon = getHorizonColor(time);
glm::vec3 zenith = getZenithColor(time);
// Use power curve for more natural gradient
float t = std::pow(std::max(altitude, 0.0f), 0.5f);
return glm::mix(horizon, zenith, t);
}
} // namespace rendering
} // namespace wowee