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experiments with shaders
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10
skydome.h
10
skydome.h
@@ -2,14 +2,15 @@
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#include "dumb3d.h"
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#include "float3d.h"
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#include "shader.h"
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// sky gradient based on "A practical analytic model for daylight"
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// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
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class CSkyDome {
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public:
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CSkyDome( int const Tesselation = 54 );
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~CSkyDome();
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void init(int const Tesselation = 54);
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void Generate();
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void RebuildColors();
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@@ -39,8 +40,10 @@ private:
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float m_gammacorrection;
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float3 m_averagecolour;
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gl_program_mvp m_shader;
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// data
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int const m_tesselation;
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int m_tesselation;
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std::vector<float3> m_vertices;
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std::vector<std::uint16_t> m_indices;
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// std::vector<float3> m_normals;
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@@ -48,6 +51,7 @@ private:
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GLuint m_vertexbuffer{ (GLuint)-1 };
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GLuint m_indexbuffer{ (GLuint)-1 };
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GLuint m_coloursbuffer{ (GLuint)-1 };
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GLuint m_vao = (GLuint)-1;
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static float m_distributionluminance[ 5 ][ 2 ];
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static float m_distributionxcomp[ 5 ][ 2 ];
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