Kelsidavis-WoWee/src/rendering/skybox.cpp

334 lines
9.8 KiB
C++

#include "rendering/skybox.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
#include <vector>
namespace wowee {
namespace rendering {
Skybox::Skybox() = default;
Skybox::~Skybox() {
shutdown();
}
bool Skybox::initialize() {
LOG_INFO("Initializing skybox");
// Create sky shader
skyShader = std::make_unique<Shader>();
// Vertex shader - position-only skybox
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 view;
uniform mat4 projection;
out vec3 WorldPos;
out float Altitude;
void main() {
WorldPos = aPos;
// Calculate altitude (0 at horizon, 1 at zenith)
Altitude = normalize(aPos).z;
// Remove translation from view matrix (keep rotation only)
mat4 viewNoTranslation = mat4(mat3(view));
gl_Position = projection * viewNoTranslation * vec4(aPos, 1.0);
// Ensure skybox is always at far plane
gl_Position = gl_Position.xyww;
}
)";
// Fragment shader - gradient sky with time of day
const char* fragmentShaderSource = R"(
#version 330 core
in vec3 WorldPos;
in float Altitude;
uniform vec3 horizonColor;
uniform vec3 zenithColor;
uniform float timeOfDay;
out vec4 FragColor;
void main() {
// Smooth gradient from horizon to zenith
float t = pow(max(Altitude, 0.0), 0.5); // Curve for more interesting gradient
vec3 skyColor = mix(horizonColor, zenithColor, t);
// Add atmospheric scattering effect (more saturated near horizon)
float scattering = 1.0 - t * 0.3;
skyColor *= scattering;
FragColor = vec4(skyColor, 1.0);
}
)";
if (!skyShader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create sky shader");
return false;
}
// Create sky dome mesh
createSkyDome();
LOG_INFO("Skybox initialized");
return true;
}
void Skybox::shutdown() {
destroySkyDome();
skyShader.reset();
}
void Skybox::render(const Camera& camera, float time) {
if (!renderingEnabled || vao == 0 || !skyShader) {
return;
}
// Render skybox first (before terrain), with depth test set to LEQUAL
glDepthFunc(GL_LEQUAL);
skyShader->use();
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
skyShader->setUniform("view", view);
skyShader->setUniform("projection", projection);
skyShader->setUniform("timeOfDay", time);
// Get colors based on time of day
glm::vec3 horizon = getHorizonColor(time);
glm::vec3 zenith = getZenithColor(time);
skyShader->setUniform("horizonColor", horizon);
skyShader->setUniform("zenithColor", zenith);
// Render dome
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
// Restore depth function
glDepthFunc(GL_LESS);
}
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());
// 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, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// Upload index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);
// Set vertex attributes (position only)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
LOG_DEBUG("Sky dome created: ", (rings + 1) * (sectors + 1), " vertices, ", indexCount / 3, " triangles");
}
void Skybox::destroySkyDome() {
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo != 0) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (ebo != 0) {
glDeleteBuffers(1, &ebo);
ebo = 0;
}
}
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