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- drive shadow light direction from live LightingManager directionalDir - normalize shadow light to downward-facing convention with grazing-angle guard - make celestial/sky sun placement robust to directionalDir convention mismatches - keep visible sun above horizon while preserving shadow alignment
578 lines
19 KiB
C++
578 lines
19 KiB
C++
#include "rendering/celestial.hpp"
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#include "rendering/shader.hpp"
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#include "rendering/camera.hpp"
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#include "core/logger.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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Celestial::Celestial() = default;
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Celestial::~Celestial() {
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shutdown();
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}
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bool Celestial::initialize() {
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LOG_INFO("Initializing celestial renderer");
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// Create celestial shader
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celestialShader = std::make_unique<Shader>();
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// Vertex shader - billboard facing camera (sky dome locked)
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const char* vertexShaderSource = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 TexCoord;
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void main() {
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TexCoord = aTexCoord;
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// Sky object: remove translation, keep rotation (skybox technique)
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mat4 viewNoTranslation = mat4(mat3(view));
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gl_Position = projection * viewNoTranslation * model * vec4(aPos, 1.0);
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}
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)";
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// Fragment shader - disc with glow and moon phase support
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const char* fragmentShaderSource = R"(
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#version 330 core
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in vec2 TexCoord;
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uniform vec3 celestialColor;
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uniform float intensity;
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uniform float moonPhase; // 0.0 = new moon, 0.5 = full moon, 1.0 = new moon
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uniform float uAnimTime;
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out vec4 FragColor;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = hash(i + vec2(0.0, 0.0));
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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void main() {
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// Create circular disc
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vec2 center = vec2(0.5, 0.5);
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float dist = distance(TexCoord, center);
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// Core disc + glow with explicit radial mask to avoid square billboard artifact.
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float disc = smoothstep(0.50, 0.38, dist);
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float glow = smoothstep(0.64, 0.00, dist) * 0.24;
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float radialMask = 1.0 - smoothstep(0.58, 0.70, dist);
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float alpha = (disc + glow) * radialMask * intensity;
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vec3 outColor = celestialColor;
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// Very faint animated haze over sun disc/glow (no effect for moon).
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if (intensity > 0.5) {
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vec2 uv = (TexCoord - vec2(0.5)) * 3.0;
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// Slow flow field for atmospheric-like turbulence drift.
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vec2 flow = vec2(
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noise(uv * 0.9 + vec2(uAnimTime * 0.012, -uAnimTime * 0.009)),
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noise(uv * 0.9 + vec2(-uAnimTime * 0.010, uAnimTime * 0.011))
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) - vec2(0.5);
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vec2 warped = uv + flow * 0.42;
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float n1 = noise(warped * 1.7 + vec2(uAnimTime * 0.016, -uAnimTime * 0.013));
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float n2 = noise(warped * 3.0 + vec2(-uAnimTime * 0.021, uAnimTime * 0.017));
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float haze = mix(n1, n2, 0.35);
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float hazeMask = clamp(disc * 0.75 + glow * 0.28, 0.0, 1.0);
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float hazeMix = hazeMask * 0.55;
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float lumaMod = mix(1.0, 0.93 + haze * 0.10, hazeMix);
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outColor *= lumaMod;
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alpha *= mix(1.0, 0.94 + haze * 0.06, hazeMix);
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}
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// Apply moon phase shadow (only for moon, indicated by low intensity)
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if (intensity < 0.5) { // Moon has lower intensity than sun
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// Calculate phase position (-1 to 1, where 0 is center)
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float phasePos = (moonPhase - 0.5) * 2.0;
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// Distance from phase terminator line
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float x = (TexCoord.x - 0.5) * 2.0; // -1 to 1
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// Create shadow using smoothstep
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float shadow = 1.0;
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if (moonPhase < 0.5) {
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// Waning (right to left shadow)
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shadow = smoothstep(phasePos - 0.1, phasePos + 0.1, x);
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} else {
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// Waxing (left to right shadow)
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shadow = smoothstep(phasePos - 0.1, phasePos + 0.1, -x);
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}
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// Apply elliptical terminator for 3D effect
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float y = (TexCoord.y - 0.5) * 2.0;
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float ellipse = sqrt(max(0.0, 1.0 - y * y));
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float terminatorX = phasePos / ellipse;
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if (moonPhase < 0.5) {
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shadow = smoothstep(terminatorX - 0.15, terminatorX + 0.15, x);
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} else {
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shadow = smoothstep(terminatorX - 0.15, terminatorX + 0.15, -x);
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}
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// Darken shadowed area (not completely black, slight glow remains)
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alpha *= mix(0.05, 1.0, shadow);
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}
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if (alpha < 0.01) {
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discard;
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}
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FragColor = vec4(outColor, alpha);
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}
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)";
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if (!celestialShader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
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LOG_ERROR("Failed to create celestial shader");
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return false;
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}
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// Create billboard quad
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createCelestialQuad();
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LOG_INFO("Celestial renderer initialized");
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return true;
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}
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void Celestial::shutdown() {
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destroyCelestialQuad();
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celestialShader.reset();
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}
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void Celestial::render(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir, const glm::vec3* sunColor, float gameTime) {
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if (!renderingEnabled || vao == 0 || !celestialShader) {
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return;
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}
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// Update moon phases from game time if available (deterministic)
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if (gameTime >= 0.0f) {
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updatePhasesFromGameTime(gameTime);
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}
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// Enable additive blending for celestial glow (brighter against sky)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blending for brightness
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// Disable depth testing entirely - celestial bodies render "on" the sky
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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// Disable culling - billboards can face either way
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glDisable(GL_CULL_FACE);
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// Render sun with alpha blending (avoids additive white clipping).
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderSun(camera, timeOfDay, sunDir, sunColor);
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// Render moons additively for glow.
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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renderMoon(camera, timeOfDay); // White Lady (primary moon)
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if (dualMoonMode_) {
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renderBlueChild(camera, timeOfDay); // Blue Child (secondary moon)
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}
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// Restore state
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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}
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void Celestial::renderSun(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir, const glm::vec3* sunColor) {
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// Sun visible from 5:00 to 19:00
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if (timeOfDay < 5.0f || timeOfDay >= 19.0f) {
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return;
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}
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celestialShader->use();
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// Prefer opposite of light-ray direction (sun->world), but guard against
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// profile/convention mismatches that can place the sun below the horizon.
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glm::vec3 lightDir = sunDir ? glm::normalize(*sunDir) : glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 dir = -lightDir;
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if (dir.z < 0.0f) {
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dir = lightDir;
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}
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// Place sun on sky sphere at fixed distance
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const float sunDistance = 800.0f;
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glm::vec3 sunPos = dir * sunDistance;
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// Create model matrix
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, sunPos);
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model = glm::scale(model, glm::vec3(95.0f, 95.0f, 1.0f)); // Match WotLK-like apparent size
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// Set uniforms
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glm::mat4 view = camera.getViewMatrix();
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glm::mat4 projection = camera.getProjectionMatrix();
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celestialShader->setUniform("model", model);
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celestialShader->setUniform("view", view);
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celestialShader->setUniform("projection", projection);
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// Sun color and intensity (use lighting color if provided)
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glm::vec3 color = sunColor ? *sunColor : getSunColor(timeOfDay);
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// Force strong warm/yellow tint; avoid white blowout.
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const glm::vec3 warmSun(1.0f, 0.88f, 0.55f);
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color = glm::mix(color, warmSun, 0.52f);
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float intensity = getSunIntensity(timeOfDay) * 0.92f;
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celestialShader->setUniform("celestialColor", color);
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celestialShader->setUniform("intensity", intensity);
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celestialShader->setUniform("moonPhase", 0.5f); // Sun doesn't use this, but shader expects it
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celestialShader->setUniform("uAnimTime", sunHazeTimer_);
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// Render quad
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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void Celestial::renderMoon(const Camera& camera, float timeOfDay) {
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// Moon visible from 19:00 to 5:00 (night)
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if (timeOfDay >= 5.0f && timeOfDay < 19.0f) {
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return;
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}
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celestialShader->use();
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// Get moon position
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glm::vec3 moonPos = getMoonPosition(timeOfDay);
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// Create model matrix
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, moonPos);
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model = glm::scale(model, glm::vec3(40.0f, 40.0f, 1.0f)); // 40 unit diameter (smaller than sun)
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// Set uniforms
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glm::mat4 view = camera.getViewMatrix();
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glm::mat4 projection = camera.getProjectionMatrix();
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celestialShader->setUniform("model", model);
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celestialShader->setUniform("view", view);
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celestialShader->setUniform("projection", projection);
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// Moon color (pale blue-white) and intensity
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glm::vec3 color = glm::vec3(0.8f, 0.85f, 1.0f);
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// Fade in/out at transitions
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float intensity = 1.0f;
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if (timeOfDay >= 19.0f && timeOfDay < 21.0f) {
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// Fade in (19:00-21:00)
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intensity = (timeOfDay - 19.0f) / 2.0f;
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}
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else if (timeOfDay >= 3.0f && timeOfDay < 5.0f) {
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// Fade out (3:00-5:00)
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intensity = 1.0f - (timeOfDay - 3.0f) / 2.0f;
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}
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celestialShader->setUniform("celestialColor", color);
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celestialShader->setUniform("intensity", intensity);
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celestialShader->setUniform("moonPhase", whiteLadyPhase_);
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celestialShader->setUniform("uAnimTime", sunHazeTimer_);
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// Render quad
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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void Celestial::renderBlueChild(const Camera& camera, float timeOfDay) {
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// Blue Child visible from 19:00 to 5:00 (night, same as White Lady)
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if (timeOfDay >= 5.0f && timeOfDay < 19.0f) {
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return;
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}
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celestialShader->use();
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// Get moon position (offset slightly from White Lady)
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glm::vec3 moonPos = getMoonPosition(timeOfDay);
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// Offset Blue Child to the right and slightly lower
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moonPos.x += 80.0f; // Right offset
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moonPos.z -= 40.0f; // Slightly lower
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// Create model matrix (smaller than White Lady)
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, moonPos);
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model = glm::scale(model, glm::vec3(30.0f, 30.0f, 1.0f)); // 30 unit diameter (smaller)
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// Set uniforms
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glm::mat4 view = camera.getViewMatrix();
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glm::mat4 projection = camera.getProjectionMatrix();
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celestialShader->setUniform("model", model);
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celestialShader->setUniform("view", view);
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celestialShader->setUniform("projection", projection);
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// Blue Child color (pale blue tint)
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glm::vec3 color = glm::vec3(0.7f, 0.8f, 1.0f);
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// Fade in/out at transitions (same as White Lady)
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float intensity = 1.0f;
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if (timeOfDay >= 19.0f && timeOfDay < 21.0f) {
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// Fade in (19:00-21:00)
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intensity = (timeOfDay - 19.0f) / 2.0f;
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}
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else if (timeOfDay >= 3.0f && timeOfDay < 5.0f) {
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// Fade out (3:00-5:00)
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intensity = 1.0f - (timeOfDay - 3.0f) / 2.0f;
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}
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// Blue Child is dimmer than White Lady
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intensity *= 0.7f;
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celestialShader->setUniform("celestialColor", color);
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celestialShader->setUniform("intensity", intensity);
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celestialShader->setUniform("moonPhase", blueChildPhase_);
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celestialShader->setUniform("uAnimTime", sunHazeTimer_);
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// Render quad
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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}
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glm::vec3 Celestial::getSunPosition(float timeOfDay) const {
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// Sun rises at 6:00, peaks at 12:00, sets at 18:00
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float angle = calculateCelestialAngle(timeOfDay, 6.0f, 18.0f);
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const float radius = 800.0f; // Horizontal distance
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const float height = 600.0f; // Maximum height at zenith
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// Arc across sky (angle 0→π maps to sunrise→noon→sunset)
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// Z is vertical (matches skybox: Altitude = aPos.z)
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// At angle=0: x=radius, z=0 (east horizon)
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// At angle=π/2: x=0, z=height (zenith, directly overhead)
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// At angle=π: x=-radius, z=0 (west horizon)
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float x = radius * std::cos(angle); // Horizontal position (E→W)
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float y = 0.0f; // Y is north-south (keep at 0)
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float z = height * std::sin(angle); // Vertical position (Z is UP, matches skybox)
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return glm::vec3(x, y, z);
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}
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glm::vec3 Celestial::getMoonPosition(float timeOfDay) const {
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// Moon rises at 18:00, peaks at 0:00 (24:00), sets at 6:00
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// Adjust time for moon (opposite to sun)
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float moonTime = timeOfDay + 12.0f;
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if (moonTime >= 24.0f) moonTime -= 24.0f;
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float angle = calculateCelestialAngle(moonTime, 6.0f, 18.0f);
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const float radius = 800.0f;
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const float height = 600.0f;
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// Same arc formula as sun (Z is vertical, matches skybox)
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float x = radius * std::cos(angle);
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float y = 0.0f;
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float z = height * std::sin(angle);
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return glm::vec3(x, y, z);
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}
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glm::vec3 Celestial::getSunColor(float timeOfDay) const {
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// Sunrise/sunset: orange/red
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// Midday: bright yellow-white
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if (timeOfDay >= 5.0f && timeOfDay < 7.0f) {
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// Sunrise: orange
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return glm::vec3(1.0f, 0.6f, 0.2f);
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}
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else if (timeOfDay >= 7.0f && timeOfDay < 9.0f) {
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// Morning: blend to yellow
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float t = (timeOfDay - 7.0f) / 2.0f;
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glm::vec3 orange = glm::vec3(1.0f, 0.6f, 0.2f);
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glm::vec3 yellow = glm::vec3(1.0f, 1.0f, 0.9f);
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return glm::mix(orange, yellow, t);
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}
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else if (timeOfDay >= 9.0f && timeOfDay < 16.0f) {
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// Day: bright yellow-white
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return glm::vec3(1.0f, 1.0f, 0.9f);
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}
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else if (timeOfDay >= 16.0f && timeOfDay < 18.0f) {
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// Evening: blend to orange
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float t = (timeOfDay - 16.0f) / 2.0f;
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glm::vec3 yellow = glm::vec3(1.0f, 1.0f, 0.9f);
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glm::vec3 orange = glm::vec3(1.0f, 0.5f, 0.1f);
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return glm::mix(yellow, orange, t);
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}
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else {
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// Sunset: deep orange/red
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return glm::vec3(1.0f, 0.4f, 0.1f);
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}
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}
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float Celestial::getSunIntensity(float timeOfDay) const {
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// Fade in at sunrise (5:00-6:00)
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if (timeOfDay >= 5.0f && timeOfDay < 6.0f) {
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return (timeOfDay - 5.0f); // 0 to 1
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}
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// Full intensity during day (6:00-18:00)
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else if (timeOfDay >= 6.0f && timeOfDay < 18.0f) {
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return 1.0f;
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}
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// Fade out at sunset (18:00-19:00)
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else if (timeOfDay >= 18.0f && timeOfDay < 19.0f) {
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return 1.0f - (timeOfDay - 18.0f); // 1 to 0
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}
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else {
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return 0.0f;
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}
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}
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float Celestial::calculateCelestialAngle(float timeOfDay, float riseTime, float setTime) const {
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// Map time to angle (0 to PI)
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// riseTime: 0 radians (horizon east)
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// (riseTime + setTime) / 2: PI/2 radians (zenith)
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// setTime: PI radians (horizon west)
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float duration = setTime - riseTime;
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float elapsed = timeOfDay - riseTime;
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// Normalize to 0-1
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float t = elapsed / duration;
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// Map to 0 to PI (arc from east to west)
|
|
return t * M_PI;
|
|
}
|
|
|
|
void Celestial::createCelestialQuad() {
|
|
// Simple quad centered at origin
|
|
float vertices[] = {
|
|
// Position // TexCoord
|
|
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // Top-left
|
|
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // Top-right
|
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Bottom-right
|
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f // Bottom-left
|
|
};
|
|
|
|
uint32_t indices[] = {
|
|
0, 1, 2, // First triangle
|
|
0, 2, 3 // Second triangle
|
|
};
|
|
|
|
// Create OpenGL buffers
|
|
glGenVertexArrays(1, &vao);
|
|
glGenBuffers(1, &vbo);
|
|
glGenBuffers(1, &ebo);
|
|
|
|
glBindVertexArray(vao);
|
|
|
|
// Upload vertex data
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
// Upload index data
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
|
|
// Set vertex attributes
|
|
// Position
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(0);
|
|
|
|
// Texture coordinates
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(1);
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void Celestial::destroyCelestialQuad() {
|
|
if (vao != 0) {
|
|
glDeleteVertexArrays(1, &vao);
|
|
vao = 0;
|
|
}
|
|
if (vbo != 0) {
|
|
glDeleteBuffers(1, &vbo);
|
|
vbo = 0;
|
|
}
|
|
if (ebo != 0) {
|
|
glDeleteBuffers(1, &ebo);
|
|
ebo = 0;
|
|
}
|
|
}
|
|
|
|
void Celestial::update(float deltaTime) {
|
|
sunHazeTimer_ += deltaTime;
|
|
|
|
if (!moonPhaseCycling) {
|
|
return;
|
|
}
|
|
|
|
// Update moon phase timer
|
|
moonPhaseTimer += deltaTime;
|
|
|
|
// White Lady completes full cycle in MOON_CYCLE_DURATION seconds
|
|
whiteLadyPhase_ = std::fmod(moonPhaseTimer / MOON_CYCLE_DURATION, 1.0f);
|
|
|
|
// Blue Child has a different cycle rate (slightly faster, 3.5 minutes)
|
|
constexpr float BLUE_CHILD_CYCLE = 210.0f;
|
|
blueChildPhase_ = std::fmod(moonPhaseTimer / BLUE_CHILD_CYCLE, 1.0f);
|
|
}
|
|
|
|
void Celestial::setMoonPhase(float phase) {
|
|
// Set White Lady phase (primary moon)
|
|
whiteLadyPhase_ = glm::clamp(phase, 0.0f, 1.0f);
|
|
|
|
// Update timer to match White Lady phase
|
|
moonPhaseTimer = whiteLadyPhase_ * MOON_CYCLE_DURATION;
|
|
}
|
|
|
|
void Celestial::setBlueChildPhase(float phase) {
|
|
// Set Blue Child phase (secondary moon)
|
|
blueChildPhase_ = glm::clamp(phase, 0.0f, 1.0f);
|
|
}
|
|
|
|
float Celestial::computePhaseFromGameTime(float gameTime, float cycleDays) const {
|
|
// WoW game time: 1 game day = 24 real minutes = 1440 seconds
|
|
constexpr float SECONDS_PER_GAME_DAY = 1440.0f;
|
|
|
|
// Convert game time to game days
|
|
float gameDays = gameTime / SECONDS_PER_GAME_DAY;
|
|
|
|
// Compute phase as fraction of lunar cycle (0.0-1.0)
|
|
float phase = std::fmod(gameDays / cycleDays, 1.0f);
|
|
|
|
// Ensure positive (fmod can return negative for negative input)
|
|
if (phase < 0.0f) {
|
|
phase += 1.0f;
|
|
}
|
|
|
|
return phase;
|
|
}
|
|
|
|
void Celestial::updatePhasesFromGameTime(float gameTime) {
|
|
// Compute deterministic phases from server game time
|
|
whiteLadyPhase_ = computePhaseFromGameTime(gameTime, WHITE_LADY_CYCLE_DAYS);
|
|
blueChildPhase_ = computePhaseFromGameTime(gameTime, BLUE_CHILD_CYCLE_DAYS);
|
|
}
|
|
|
|
} // namespace rendering
|
|
} // namespace wowee
|