mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
306 lines
9.1 KiB
C++
306 lines
9.1 KiB
C++
#include "Skybox.hpp"
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#include <GL/glew.h>
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#include <cmath>
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <limits>
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#include "assets/Assets.hpp"
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#include "graphics/core/Batch3D.hpp"
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#include "graphics/core/Cubemap.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/Framebuffer.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "maths/UVRegion.hpp"
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#include "window/Camera.hpp"
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#include "window/Window.hpp"
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using namespace advanced_pipeline;
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const int STARS_COUNT = 3000;
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const int STARS_SEED = 632;
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Skybox::Skybox(uint size, const Assets& assets)
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: size(size),
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assets(assets),
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shader(assets.require<Shader>("skybox_gen")),
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batch3d(std::make_unique<Batch3D>(4096)) {
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SkyboxVertex vertices[] {
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{1.0f, 1.0f}},
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{{-1.0f, -1.0f}},
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{{1.0f, 1.0f}},
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{{1.0f, -1.0f}}};
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
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setMode(mode);
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}
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Skybox::~Skybox() = default;
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void Skybox::drawBackground(const Camera& camera, int width, int height) {
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auto backShader = assets.get<Shader>("background");
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backShader->use();
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backShader->uniformMatrix("u_view", camera.getView(false));
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backShader->uniform1f(
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"u_zoom", camera.zoom * camera.getFov() / glm::half_pi<float>()
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);
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backShader->uniform1f("u_ar", float(width) / float(height));
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backShader->uniform1i("u_skybox", 1);
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auto texture = fbo->getTexture();
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texture->bind();
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mesh->draw();
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texture->unbind();
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}
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void Skybox::drawStars(float angle, float opacity) {
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batch3d->texture(nullptr);
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random.setSeed(STARS_SEED);
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glm::mat4 rotation = glm::rotate(
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glm::mat4(1.0f), -angle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1)
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);
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rotation = glm::rotate(rotation, sunAltitude, glm::vec3(1, 0, 0));
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float depth = 1e3;
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for (int i = 0; i < STARS_COUNT; i++) {
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float rx = (random.randFloat()) - 0.5f;
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float ry = (random.randFloat()) - 0.5f;
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float rz = (random.randFloat()) - 0.5f;
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glm::vec3 pos = glm::vec4(rx, ry, rz, 1) * rotation;
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float sopacity = random.randFloat();
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if (pos.y < 0.0f) continue;
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sopacity *= (0.2f + std::sqrt(std::cos(angle)) * 0.5f) - 0.05f;
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glm::vec4 tint(1, 1, 1, sopacity * opacity);
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batch3d->point(pos * depth, tint);
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}
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batch3d->flushPoints();
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}
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void Skybox::drawSkySprites(
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float daytime,
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float angle,
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float opacity,
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const std::vector<SkySprite>& sprites
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) {
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float depthScale = 2e3;
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for (auto& sprite : sprites) {
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batch3d->texture(assets.get<Texture>(sprite.texture));
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float distance = sprite.distance * depthScale;
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glm::mat4 rotation = glm::rotate(
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glm::mat4(1.0f),
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-sangle + glm::pi<float>() * 0.5f,
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glm::vec3(0, 0, -1)
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);
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, depthScale, 1) * rotation;
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glm::vec4 tint(1, 1, 1, opacity);
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if (!sprite.emissive) {
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tint *= 0.6f + std::cos(angle) * 0.4;
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}
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batch3d->sprite(pos, right, up, 1, 1, UVRegion(), tint);
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}
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batch3d->flush();
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}
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void Skybox::draw(
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const Environment& environment,
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const DrawContext& pctx,
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const Camera& camera,
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float daytime,
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float fog
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) {
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const glm::uvec2& viewport = pctx.getViewport();
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drawBackground(camera, viewport.x, viewport.y);
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float angle = daytime * glm::pi<float>() * 2.0f;
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float opacity = glm::pow(1.0f - fog, 7.0f);
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DrawContext ctx = pctx.sub();
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ctx.setBlendMode(BlendMode::addition);
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if (environment.sky.sprites.empty() && !environment.sky.stars) {
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return;
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}
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auto shader = assets.get<Shader>("ui3d");
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shader->use();
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shader->uniformMatrix("u_projview", camera.getProjView(false));
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shader->uniformMatrix("u_apply", glm::mat4(1.0f));
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batch3d->begin();
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if (!environment.sky.sprites.empty()) {
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drawSkySprites(daytime, angle, opacity, environment.sky.sprites);
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}
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if (environment.sky.stars) {
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drawStars(angle, opacity);
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}
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}
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void Skybox::setMode(SkyMode mode) {
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if (this->mode == mode && fbo) {
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return;
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}
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this->mode = mode;
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uint size = mode == SkyMode::BOX ? this->size : 1U;
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prevT = std::numeric_limits<float>().min();
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uint fboid;
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glGenFramebuffers(1, &fboid);
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fbo = std::make_unique<Framebuffer>(
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fboid,
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false,
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std::make_unique<Cubemap>(size, size, ImageFormat::RGB888)
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);
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}
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void Skybox::refresh(
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const Environment& environment,
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const DrawContext& pctx,
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float dayTime,
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float mie,
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const glm::vec3& tint,
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const glm::vec3& hightlight,
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uint quality
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) {
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setMode(environment.sky.mode);
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if (mode == SkyMode::NONE) {
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return;
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} else if (mode == SkyMode::SOLID) {
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DrawContext ctx = pctx.sub();
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ctx.setDepthMask(false);
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ctx.setDepthTest(false);
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ctx.setFramebuffer(fbo.get());
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ctx.setViewport({fbo->getWidth(), fbo->getHeight()});
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ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, fbo->getTexture());
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ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
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assert(cubemap != nullptr);
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for (int face = 0; face < 6; face++) {
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glFramebufferTexture2D(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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cubemap->getId(),
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0
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);
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glClearColor(tint.r, tint.g, tint.b, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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return;
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}
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frameid++;
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DrawContext ctx = pctx.sub();
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ctx.setDepthMask(false);
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ctx.setDepthTest(false);
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ctx.setFramebuffer(fbo.get());
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ctx.setViewport({fbo->getWidth(), fbo->getHeight()});
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ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, fbo->getTexture());
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ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
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assert(cubemap != nullptr);
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float t = dayTime * glm::two_pi<float>();
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lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
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float sunAngle = glm::radians((dayTime - 0.25f) * 360.0f);
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float x = -glm::cos(sunAngle + glm::pi<float>() * 0.5f) *
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glm::radians(sunAltitude);
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float y = sunAngle - glm::pi<float>() * 0.5f;
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float z = glm::radians(0.0f);
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rotation = glm::rotate(glm::mat4(1.0f), y, glm::vec3(0, 1, 0));
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rotation = glm::rotate(rotation, x, glm::vec3(1, 0, 0));
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rotation = glm::rotate(rotation, z, glm::vec3(0, 0, 1));
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lightDir = glm::vec3(rotation * glm::vec4(0, 0, -1, 1));
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shader.use();
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shader.uniform1i("u_quality", quality);
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shader.uniform1f("u_mie", mie);
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shader.uniform3f("u_tint", tint);
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shader.uniform3f("u_hightlight", hightlight);
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shader.uniform1f("u_fog", mie - 1.0f);
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shader.uniform3f("u_lightDir", lightDir);
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shader.uniform1f("u_dayTime", dayTime);
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if (glm::abs(mie - prevMie) + glm::abs(t - prevT) +
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glm::abs(prevHighlight.r - hightlight.r) >=
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0.01) {
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for (uint face = 0; face < 6; face++) {
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refreshFace(face, *cubemap);
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}
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} else {
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uint face = frameid % 6;
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refreshFace(face, *cubemap);
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}
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prevMie = mie;
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prevT = t;
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prevHighlight = hightlight;
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}
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void Skybox::refreshFace(uint face, Cubemap& cubemap) {
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const glm::vec3 xaxs[] = {
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{1.0f, 0.0f, 0.0f},
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};
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const glm::vec3 yaxs[] = {
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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};
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const glm::vec3 zaxs[] = {
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{1.0f, 0.0f, 0.0f},
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{-1.0f, 0.0f, 0.0f},
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{0.0f, -1.0f, 0.0f},
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{0.0f, 1.0f, 0.0f},
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{0.0f, 0.0f, -1.0f},
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{0.0f, 0.0f, 1.0f},
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};
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glFramebufferTexture2D(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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cubemap.getId(),
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0
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);
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shader.uniform3f("u_xaxis", xaxs[face]);
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shader.uniform3f("u_yaxis", yaxs[face]);
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shader.uniform3f("u_zaxis", zaxs[face]);
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mesh->draw();
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}
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const Cubemap* Skybox::getCubemap() const {
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return dynamic_cast<const Cubemap*>(fbo->getTexture());
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}
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