mirror of
https://github.com/Kelsidavis/WoWee.git
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- 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
97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include <vector>
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namespace wowee {
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namespace rendering {
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class VkContext;
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struct SkyParams;
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/**
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* Procedural cloud renderer (Vulkan)
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*
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* Renders animated procedural clouds on a sky hemisphere using FBM noise.
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* Sun-lit edges, self-shadowing, and DBC-driven cloud colors for realistic appearance.
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*
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* Pipeline layout:
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* set 0 = perFrameLayout (camera UBO — view, projection, etc.)
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* push = CloudPush (3 x vec4 = 48 bytes)
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*/
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class Clouds {
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public:
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Clouds();
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~Clouds();
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bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout);
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void shutdown();
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void recreatePipelines();
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/**
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* Render clouds using DBC-driven colors and sun lighting.
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* @param cmd Command buffer to record into
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* @param perFrameSet Per-frame descriptor set (set 0, camera UBO)
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* @param params Sky parameters with DBC colors and sun direction
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*/
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const SkyParams& params);
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/**
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* Update cloud animation (wind drift).
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*/
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void update(float deltaTime);
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// --- Enable / disable ---
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void setEnabled(bool enabled) { enabled_ = enabled; }
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bool isEnabled() const { return enabled_; }
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// --- Cloud parameters ---
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void setDensity(float density);
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float getDensity() const { return density_; }
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void setWindSpeed(float speed) { windSpeed_ = speed; }
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float getWindSpeed() const { return windSpeed_; }
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private:
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// Push constant block — must match clouds.frag.glsl
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struct CloudPush {
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glm::vec4 cloudColor; // xyz = DBC-derived base cloud color, w = unused
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glm::vec4 sunDirDensity; // xyz = sun direction, w = density
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glm::vec4 windAndLight; // x = windOffset, y = sunIntensity, z = ambient, w = unused
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};
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static_assert(sizeof(CloudPush) == 48, "CloudPush size mismatch");
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void generateMesh();
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void createBuffers();
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void destroyBuffers();
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// Vulkan objects
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VkContext* vkCtx_ = nullptr;
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VkPipeline pipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
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VkBuffer vertexBuffer_ = VK_NULL_HANDLE;
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VmaAllocation vertexAlloc_ = VK_NULL_HANDLE;
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VkBuffer indexBuffer_ = VK_NULL_HANDLE;
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VmaAllocation indexAlloc_ = VK_NULL_HANDLE;
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// Mesh data (CPU side, used during initialization only)
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std::vector<glm::vec3> vertices_;
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std::vector<uint32_t> indices_;
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int indexCount_ = 0;
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// Cloud parameters
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bool enabled_ = true;
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float density_ = 0.35f;
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float windSpeed_ = 1.0f;
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float windOffset_ = 0.0f;
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// Mesh generation parameters
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static constexpr int SEGMENTS = 32;
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static constexpr int RINGS = 8;
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static constexpr float RADIUS = 900.0f;
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};
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} // namespace rendering
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} // namespace wowee
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