mirror of
https://github.com/Kelsidavis/WoWee.git
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- render sun with alpha blend while keeping moon additive glow - add dedicated always-running sun haze timer (decoupled from moon phase cycling) - constrain sun sprite with radial alpha mask and low-alpha discard to remove square artifact - tune sun tint warmer without over-yellowing - replace noisy/pulsing haze with slower flow-warp turbulence and lower amplitude
143 lines
4.5 KiB
C++
143 lines
4.5 KiB
C++
#pragma once
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#include <memory>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace rendering {
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class Shader;
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class Camera;
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/**
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* Celestial body renderer
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*
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* Renders sun and moon that move across the sky based on time of day.
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* Sun rises at dawn, sets at dusk. Moon is visible at night.
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*/
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class Celestial {
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public:
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Celestial();
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~Celestial();
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bool initialize();
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void shutdown();
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/**
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* Render celestial bodies (sun and moon)
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* @param camera Camera for view matrix
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* @param timeOfDay Time of day in hours (0-24)
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* @param sunDir Optional sun direction from lighting system (normalized)
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* @param sunColor Optional sun color from lighting system
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* @param gameTime Optional server game time in seconds (for deterministic moon phases)
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*/
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void render(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir = nullptr,
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const glm::vec3* sunColor = nullptr,
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float gameTime = -1.0f);
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/**
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* Enable/disable celestial rendering
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*/
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void setEnabled(bool enabled) { renderingEnabled = enabled; }
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bool isEnabled() const { return renderingEnabled; }
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/**
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* Update celestial bodies (for moon phase cycling)
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*/
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void update(float deltaTime);
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/**
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* Set White Lady phase (primary moon, 0.0 = new, 0.5 = full, 1.0 = new)
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*/
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void setMoonPhase(float phase);
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float getMoonPhase() const { return whiteLadyPhase_; }
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/**
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* Set Blue Child phase (secondary moon, 0.0 = new, 0.5 = full, 1.0 = new)
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*/
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void setBlueChildPhase(float phase);
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float getBlueChildPhase() const { return blueChildPhase_; }
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/**
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* Enable/disable automatic moon phase cycling
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*/
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void setMoonPhaseCycling(bool enabled) { moonPhaseCycling = enabled; }
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bool isMoonPhaseCycling() const { return moonPhaseCycling; }
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/**
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* Enable/disable two-moon rendering (White Lady + Blue Child)
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*/
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void setDualMoonMode(bool enabled) { dualMoonMode_ = enabled; }
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bool isDualMoonMode() const { return dualMoonMode_; }
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/**
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* Get sun position in world space
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*/
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glm::vec3 getSunPosition(float timeOfDay) const;
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/**
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* Get moon position in world space
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*/
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glm::vec3 getMoonPosition(float timeOfDay) const;
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/**
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* Get sun color (changes with time of day)
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*/
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glm::vec3 getSunColor(float timeOfDay) const;
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/**
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* Get sun intensity (0-1, fades at dawn/dusk)
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*/
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float getSunIntensity(float timeOfDay) const;
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private:
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void createCelestialQuad();
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void destroyCelestialQuad();
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void renderSun(const Camera& camera, float timeOfDay,
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const glm::vec3* sunDir = nullptr,
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const glm::vec3* sunColor = nullptr);
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void renderMoon(const Camera& camera, float timeOfDay); // White Lady (primary)
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void renderBlueChild(const Camera& camera, float timeOfDay); // Blue Child (secondary)
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float calculateCelestialAngle(float timeOfDay, float riseTime, float setTime) const;
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/**
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* Compute moon phase from game time (deterministic)
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* @param gameTime Server game time in seconds
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* @param cycleDays Lunar cycle length in game days
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* @return Phase 0.0-1.0 (0=new, 0.5=full, 1.0=new)
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*/
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float computePhaseFromGameTime(float gameTime, float cycleDays) const;
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/**
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* Update moon phases from game time (server-driven)
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*/
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void updatePhasesFromGameTime(float gameTime);
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std::unique_ptr<Shader> celestialShader;
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uint32_t vao = 0;
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uint32_t vbo = 0;
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uint32_t ebo = 0;
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bool renderingEnabled = true;
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// Moon phase system (two moons in Azeroth lore)
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float whiteLadyPhase_ = 0.5f; // 0.0-1.0 (0=new, 0.5=full) - primary moon
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float blueChildPhase_ = 0.25f; // 0.0-1.0 (0=new, 0.5=full) - secondary moon
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bool moonPhaseCycling = true;
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float moonPhaseTimer = 0.0f; // Fallback for deltaTime mode (development)
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float sunHazeTimer_ = 0.0f; // Always-running timer for sun haze animation
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bool dualMoonMode_ = true; // Default: render both moons (Azeroth-specific)
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// WoW lunar cycle constants (in game days)
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// WoW day = 24 real minutes, so these are ~realistic game-world cycles
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static constexpr float WHITE_LADY_CYCLE_DAYS = 30.0f; // ~12 real hours for full cycle
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static constexpr float BLUE_CHILD_CYCLE_DAYS = 27.0f; // ~10.8 real hours (slightly faster)
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static constexpr float MOON_CYCLE_DURATION = 240.0f; // Fallback: 4 minutes (deltaTime mode)
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};
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} // namespace rendering
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} // namespace wowee
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