Kelsidavis-WoWee/src/rendering/lightning.cpp

414 lines
11 KiB
C++

#include "rendering/lightning.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <random>
#include <cmath>
namespace wowee {
namespace rendering {
namespace {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> dist(0.0f, 1.0f);
float randomRange(float min, float max) {
return min + dist(gen) * (max - min);
}
}
Lightning::Lightning() {
flash.active = false;
flash.intensity = 0.0f;
flash.lifetime = 0.0f;
flash.maxLifetime = FLASH_LIFETIME;
bolts.resize(MAX_BOLTS);
for (auto& bolt : bolts) {
bolt.active = false;
bolt.lifetime = 0.0f;
bolt.maxLifetime = BOLT_LIFETIME;
bolt.brightness = 1.0f;
}
// Random initial strike time
nextStrikeTime = randomRange(MIN_STRIKE_INTERVAL, MAX_STRIKE_INTERVAL);
}
Lightning::~Lightning() {
shutdown();
}
bool Lightning::initialize() {
core::Logger::getInstance().info("Initializing lightning system...");
// Create bolt shader
const char* boltVertexSrc = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 uViewProjection;
uniform float uBrightness;
out float vBrightness;
void main() {
gl_Position = uViewProjection * vec4(aPos, 1.0);
vBrightness = uBrightness;
}
)";
const char* boltFragmentSrc = R"(
#version 330 core
in float vBrightness;
out vec4 FragColor;
void main() {
// Electric blue-white color
vec3 color = mix(vec3(0.6, 0.8, 1.0), vec3(1.0), vBrightness * 0.5);
FragColor = vec4(color, vBrightness);
}
)";
boltShader = std::make_unique<Shader>();
if (!boltShader->loadFromSource(boltVertexSrc, boltFragmentSrc)) {
core::Logger::getInstance().error("Failed to create bolt shader");
return false;
}
// Create flash shader (fullscreen quad)
const char* flashVertexSrc = R"(
#version 330 core
layout (location = 0) in vec2 aPos;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
const char* flashFragmentSrc = R"(
#version 330 core
uniform float uIntensity;
out vec4 FragColor;
void main() {
// Bright white flash with fade
vec3 color = vec3(1.0);
FragColor = vec4(color, uIntensity * 0.6);
}
)";
flashShader = std::make_unique<Shader>();
if (!flashShader->loadFromSource(flashVertexSrc, flashFragmentSrc)) {
core::Logger::getInstance().error("Failed to create flash shader");
return false;
}
// Create bolt VAO/VBO
glGenVertexArrays(1, &boltVAO);
glGenBuffers(1, &boltVBO);
glBindVertexArray(boltVAO);
glBindBuffer(GL_ARRAY_BUFFER, boltVBO);
// Reserve space for segments
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * MAX_SEGMENTS * 2, nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
// Create flash quad VAO/VBO
glGenVertexArrays(1, &flashVAO);
glGenBuffers(1, &flashVBO);
float flashQuad[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
glBindVertexArray(flashVAO);
glBindBuffer(GL_ARRAY_BUFFER, flashVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(flashQuad), flashQuad, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glBindVertexArray(0);
core::Logger::getInstance().info("Lightning system initialized");
return true;
}
void Lightning::shutdown() {
if (boltVAO) {
glDeleteVertexArrays(1, &boltVAO);
glDeleteBuffers(1, &boltVBO);
boltVAO = 0;
boltVBO = 0;
}
if (flashVAO) {
glDeleteVertexArrays(1, &flashVAO);
glDeleteBuffers(1, &flashVBO);
flashVAO = 0;
flashVBO = 0;
}
boltShader.reset();
flashShader.reset();
}
void Lightning::update(float deltaTime, const Camera& camera) {
if (!enabled) {
return;
}
// Update strike timer
strikeTimer += deltaTime;
// Spawn random strikes based on intensity
if (strikeTimer >= nextStrikeTime) {
spawnRandomStrike(camera.getPosition());
strikeTimer = 0.0f;
// Calculate next strike time (higher intensity = more frequent)
float intervalRange = MAX_STRIKE_INTERVAL - MIN_STRIKE_INTERVAL;
float adjustedInterval = MIN_STRIKE_INTERVAL + intervalRange * (1.0f - intensity);
nextStrikeTime = randomRange(adjustedInterval * 0.8f, adjustedInterval * 1.2f);
}
updateBolts(deltaTime);
updateFlash(deltaTime);
}
void Lightning::updateBolts(float deltaTime) {
for (auto& bolt : bolts) {
if (!bolt.active) {
continue;
}
bolt.lifetime += deltaTime;
if (bolt.lifetime >= bolt.maxLifetime) {
bolt.active = false;
continue;
}
// Fade out
float t = bolt.lifetime / bolt.maxLifetime;
bolt.brightness = 1.0f - t;
}
}
void Lightning::updateFlash(float deltaTime) {
if (!flash.active) {
return;
}
flash.lifetime += deltaTime;
if (flash.lifetime >= flash.maxLifetime) {
flash.active = false;
flash.intensity = 0.0f;
return;
}
// Quick fade
float t = flash.lifetime / flash.maxLifetime;
flash.intensity = 1.0f - (t * t); // Quadratic fade
}
void Lightning::spawnRandomStrike(const glm::vec3& cameraPos) {
// Find inactive bolt
LightningBolt* bolt = nullptr;
for (auto& b : bolts) {
if (!b.active) {
bolt = &b;
break;
}
}
if (!bolt) {
return; // All bolts active
}
// Random position around camera
float angle = randomRange(0.0f, 2.0f * 3.14159f);
float distance = randomRange(50.0f, STRIKE_DISTANCE);
glm::vec3 strikePos;
strikePos.x = cameraPos.x + std::cos(angle) * distance;
strikePos.z = cameraPos.z + std::sin(angle) * distance;
strikePos.y = cameraPos.y + randomRange(80.0f, 150.0f); // High in sky
triggerStrike(strikePos);
}
void Lightning::triggerStrike(const glm::vec3& position) {
// Find inactive bolt
LightningBolt* bolt = nullptr;
for (auto& b : bolts) {
if (!b.active) {
bolt = &b;
break;
}
}
if (!bolt) {
return;
}
// Setup bolt
bolt->active = true;
bolt->lifetime = 0.0f;
bolt->brightness = 1.0f;
bolt->startPos = position;
bolt->endPos = position;
bolt->endPos.y = position.y - randomRange(100.0f, 200.0f); // Strike downward
// Generate segments
bolt->segments.clear();
bolt->branches.clear();
generateLightningBolt(*bolt);
// Trigger screen flash
flash.active = true;
flash.lifetime = 0.0f;
flash.intensity = 1.0f;
}
void Lightning::generateLightningBolt(LightningBolt& bolt) {
generateBoltSegments(bolt.startPos, bolt.endPos, bolt.segments, 0);
}
void Lightning::generateBoltSegments(const glm::vec3& start, const glm::vec3& end,
std::vector<glm::vec3>& segments, int depth) {
if (depth > 4) { // Max recursion depth
return;
}
int numSegments = 8 + static_cast<int>(randomRange(0.0f, 8.0f));
glm::vec3 direction = end - start;
float length = glm::length(direction);
direction = glm::normalize(direction);
glm::vec3 current = start;
segments.push_back(current);
for (int i = 1; i < numSegments; i++) {
float t = static_cast<float>(i) / static_cast<float>(numSegments);
glm::vec3 target = start + direction * (length * t);
// Add random offset perpendicular to direction
float offsetAmount = (1.0f - t) * 8.0f; // More offset at start
glm::vec3 perpendicular1 = glm::normalize(glm::cross(direction, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 perpendicular2 = glm::normalize(glm::cross(direction, perpendicular1));
glm::vec3 offset = perpendicular1 * randomRange(-offsetAmount, offsetAmount) +
perpendicular2 * randomRange(-offsetAmount, offsetAmount);
current = target + offset;
segments.push_back(current);
// Random branches
if (dist(gen) < BRANCH_PROBABILITY && depth < 3) {
glm::vec3 branchEnd = current;
branchEnd += glm::vec3(randomRange(-20.0f, 20.0f),
randomRange(-30.0f, -10.0f),
randomRange(-20.0f, 20.0f));
generateBoltSegments(current, branchEnd, segments, depth + 1);
}
}
segments.push_back(end);
}
void Lightning::render([[maybe_unused]] const Camera& camera, const glm::mat4& view, const glm::mat4& projection) {
if (!enabled) {
return;
}
glm::mat4 viewProj = projection * view;
renderBolts(viewProj);
renderFlash();
}
void Lightning::renderBolts(const glm::mat4& viewProj) {
// Enable additive blending for electric glow
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_DEPTH_TEST); // Always visible
boltShader->use();
boltShader->setUniform("uViewProjection", viewProj);
glBindVertexArray(boltVAO);
glLineWidth(3.0f);
for (const auto& bolt : bolts) {
if (!bolt.active || bolt.segments.empty()) {
continue;
}
boltShader->setUniform("uBrightness", bolt.brightness);
// Upload segments
glBindBuffer(GL_ARRAY_BUFFER, boltVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0,
bolt.segments.size() * sizeof(glm::vec3),
bolt.segments.data());
// Draw as line strip
glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(bolt.segments.size()));
}
glLineWidth(1.0f);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void Lightning::renderFlash() {
if (!flash.active || flash.intensity <= 0.01f) {
return;
}
// Fullscreen flash overlay
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
flashShader->use();
flashShader->setUniform("uIntensity", flash.intensity);
glBindVertexArray(flashVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
void Lightning::setEnabled(bool enabled) {
this->enabled = enabled;
if (!enabled) {
// Clear active effects
for (auto& bolt : bolts) {
bolt.active = false;
}
flash.active = false;
}
}
void Lightning::setIntensity(float intensity) {
this->intensity = glm::clamp(intensity, 0.0f, 1.0f);
}
} // namespace rendering
} // namespace wowee