test environment (sky)

This commit is contained in:
MihailRis 2026-05-12 02:02:06 +03:00
parent c4d5812b4f
commit a7ad219261
14 changed files with 421 additions and 196 deletions

View file

@ -1,47 +1,44 @@
#include "Skybox.hpp"
#include "assets/Assets.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Batch3D.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Cubemap.hpp"
#include "graphics/core/Framebuffer.hpp"
#include "graphics/core/DrawContext.hpp"
#include "window/Window.hpp"
#include "window/Camera.hpp"
#include "maths/UVRegion.hpp"
#include <GL/glew.h>
#include <cmath>
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <limits>
#include "assets/Assets.hpp"
#include "graphics/core/Batch3D.hpp"
#include "graphics/core/Cubemap.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/Framebuffer.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "maths/UVRegion.hpp"
#include "window/Camera.hpp"
#include "window/Window.hpp"
using namespace advanced_pipeline;
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader& shader)
: size(size),
shader(shader),
batch3d(std::make_unique<Batch3D>(4096))
{
auto cubemap = std::make_unique<Cubemap>(size, size, ImageFormat::RGB888);
Skybox::Skybox(uint size, const Assets& assets)
: size(size),
assets(assets),
shader(assets.require<Shader>("skybox_gen")),
batch3d(std::make_unique<Batch3D>(4096)) {
uint fboid;
glGenFramebuffers(1, &fboid);
fbo = std::make_unique<Framebuffer>(fboid, 0, std::move(cubemap));
SkyboxVertex vertices[]{
SkyboxVertex vertices[] {
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{1.0f, 1.0f}},
{{-1.0f, -1.0f}},
{{1.0f, 1.0f}},
{{1.0f, -1.0f}}
};
{{1.0f, -1.0f}}};
mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
@ -52,7 +49,7 @@ Skybox::Skybox(uint size, Shader& shader)
false,
glm::pi<float>() * 0.25f,
});
sprites.push_back(SkySprite {
"misc/moon_flare",
glm::pi<float>() * 0.5f,
@ -68,20 +65,20 @@ Skybox::Skybox(uint size, Shader& shader)
true,
glm::pi<float>() * 0.25f,
});
setMode(mode);
}
Skybox::~Skybox() = default;
void Skybox::drawBackground(
const Camera& camera, const Assets& assets, int width, int height
) {
void Skybox::drawBackground(const Camera& camera, int width, int height) {
auto backShader = assets.get<Shader>("background");
backShader->use();
backShader->uniformMatrix("u_view", camera.getView(false));
backShader->uniform1f(
"u_zoom", camera.zoom * camera.getFov() / glm::half_pi<float>()
);
backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1f("u_ar", float(width) / float(height));
backShader->uniform1i("u_skybox", 1);
bind();
mesh->draw();
@ -93,9 +90,7 @@ void Skybox::drawStars(float angle, float opacity) {
random.setSeed(STARS_SEED);
glm::mat4 rotation = glm::rotate(
glm::mat4(1.0f),
-angle + glm::pi<float>() * 0.5f,
glm::vec3(0, 0, -1)
glm::mat4(1.0f), -angle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1)
);
rotation = glm::rotate(rotation, sunAltitude, glm::vec3(1, 0, 0));
@ -108,41 +103,20 @@ void Skybox::drawStars(float angle, float opacity) {
glm::vec3 pos = glm::vec4(rx, ry, rz, 1) * rotation;
float sopacity = random.randFloat();
if (pos.y < 0.0f)
continue;
if (pos.y < 0.0f) continue;
sopacity *= (0.2f + std::sqrt(std::cos(angle)) * 0.5f) - 0.05f;
glm::vec4 tint (1,1,1, sopacity * opacity);
glm::vec4 tint(1, 1, 1, sopacity * opacity);
batch3d->point(pos * depth, tint);
}
batch3d->flushPoints();
}
void Skybox::draw(
const DrawContext& pctx,
const Camera& camera,
const Assets& assets,
void Skybox::drawSkySprites(
float daytime,
float fog)
{
const glm::uvec2& viewport = pctx.getViewport();
glActiveTexture(GL_TEXTURE0);
drawBackground(camera, assets, viewport.x, viewport.y);
DrawContext ctx = pctx.sub();
ctx.setBlendMode(BlendMode::addition);
auto shader = assets.get<Shader>("ui3d");
shader->use();
shader->uniformMatrix("u_projview", camera.getProjView(false));
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
float angle = daytime * glm::pi<float>() * 2.0f;
float opacity = glm::pow(1.0f - fog, 7.0f);
float angle,
float opacity
) {
float depthScale = 2e3;
for (auto& sprite : sprites) {
batch3d->texture(assets.get<Texture>(sprite.texture));
@ -159,39 +133,132 @@ void Skybox::draw(
glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
glm::vec4 tint (1,1,1, opacity);
glm::vec4 tint(1, 1, 1, opacity);
if (!sprite.emissive) {
tint *= 0.6f + std::cos(angle)*0.4;
tint *= 0.6f + std::cos(angle) * 0.4;
}
batch3d->sprite(pos, right,
up, 1, 1, UVRegion(), tint);
batch3d->sprite(pos, right, up, 1, 1, UVRegion(), tint);
}
batch3d->flush();
drawStars(angle, opacity);
}
void Skybox::refresh(const DrawContext& pctx, float t, float mie, const glm::vec3& tint, const glm::vec3& hightlight, uint quality) {
void Skybox::draw(
const Environment& environment,
const DrawContext& pctx,
const Camera& camera,
float daytime,
float fog
) {
const glm::uvec2& viewport = pctx.getViewport();
glActiveTexture(GL_TEXTURE0);
drawBackground(camera, viewport.x, viewport.y);
float angle = daytime * glm::pi<float>() * 2.0f;
float opacity = glm::pow(1.0f - fog, 7.0f);
DrawContext ctx = pctx.sub();
ctx.setBlendMode(BlendMode::addition);
if (!environment.sky.sprites && !environment.sky.stars) {
return;
}
auto shader = assets.get<Shader>("ui3d");
shader->use();
shader->uniformMatrix("u_projview", camera.getProjView(false));
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
if (environment.sky.sprites) {
drawSkySprites(daytime, angle, opacity);
}
if (environment.sky.stars) {
drawStars(angle, opacity);
}
}
void Skybox::setMode(SkyMode mode) {
if (this->mode == mode && fbo) {
return;
}
this->mode = mode;
uint size = mode == SkyMode::BOX ? this->size : 1U;
prevT = std::numeric_limits<float>().min();
uint fboid;
glGenFramebuffers(1, &fboid);
fbo = std::make_unique<Framebuffer>(
fboid,
false,
std::make_unique<Cubemap>(size, size, ImageFormat::RGB888)
);
}
void Skybox::refresh(
const Environment& environment,
const DrawContext& pctx,
float dayTime,
float mie,
const glm::vec3& tint,
const glm::vec3& hightlight,
uint quality
) {
setMode(environment.sky.mode);
if (mode == SkyMode::NONE) {
return;
} else if (mode == SkyMode::SOLID) {
DrawContext ctx = pctx.sub();
ctx.setDepthMask(false);
ctx.setDepthTest(false);
ctx.setFramebuffer(fbo.get());
ctx.setViewport({fbo->getWidth(), fbo->getHeight()});
auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
assert(cubemap != nullptr);
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
cubemap->bind();
for (int face = 0; face < 6; face++) {
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
cubemap->getId(),
0
);
glClearColor(tint.r, tint.g, tint.b, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
cubemap->unbind();
return;
}
frameid++;
float dayTime = t;
DrawContext ctx = pctx.sub();
ctx.setDepthMask(false);
ctx.setDepthTest(false);
ctx.setFramebuffer(fbo.get());
ctx.setViewport({size, size});
ctx.setViewport({fbo->getWidth(), fbo->getHeight()});
auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
assert(cubemap != nullptr);
ready = true;
glActiveTexture(GL_TEXTURE0 + TARGET_SKYBOX);
cubemap->bind();
shader.use();
t *= glm::two_pi<float>();
float t = dayTime * glm::two_pi<float>();
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
float sunAngle = glm::radians((t / glm::two_pi<float>() - 0.25f) * 360.0f);
float x = -glm::cos(sunAngle + glm::pi<float>() * 0.5f) * glm::radians(sunAltitude);
float sunAngle = glm::radians((dayTime - 0.25f) * 360.0f);
float x = -glm::cos(sunAngle + glm::pi<float>() * 0.5f) *
glm::radians(sunAltitude);
float y = sunAngle - glm::pi<float>() * 0.5f;
float z = glm::radians(0.0f);
rotation = glm::rotate(glm::mat4(1.0f), y, glm::vec3(0, 1, 0));
@ -207,7 +274,9 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, const glm::vec
shader.uniform3f("u_lightDir", lightDir);
shader.uniform1f("u_dayTime", dayTime);
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) + glm::abs(prevHighlight.r - hightlight.r) >= 0.01) {
if (glm::abs(mie - prevMie) + glm::abs(t - prevT) +
glm::abs(prevHighlight.r - hightlight.r) >=
0.01) {
for (uint face = 0; face < 6; face++) {
refreshFace(face, cubemap);
}