refactoring: skydome visualization code extraction

This commit is contained in:
tmj-fstate
2019-10-23 16:45:56 +02:00
parent ae40f5486f
commit bc8b3d72f3
11 changed files with 181 additions and 69 deletions

View File

@@ -116,42 +116,6 @@ void CSkyDome::Update( glm::vec3 const &Sun ) {
}
// render skydome to screen
void CSkyDome::Render() {
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
if( m_vertexbuffer == -1 ) {
// build the buffers
::glGenBuffers( 1, &m_vertexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW );
::glGenBuffers( 1, &m_coloursbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_colours.size() * sizeof( glm::vec3 ), m_colours.data(), GL_DYNAMIC_DRAW );
::glGenBuffers( 1, &m_indexbuffer );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW );
// NOTE: vertex and index source data is superfluous past this point, but, eh
}
// begin
::glEnableClientState( GL_VERTEX_ARRAY );
::glEnableClientState( GL_COLOR_ARRAY );
// positions
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
// colours
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
::glColorPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
// indices
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
// cleanup
::glPopClientAttrib();
}
bool CSkyDome::SetSunPosition( glm::vec3 const &Direction ) {
if( Direction == m_sundirection ) {
@@ -341,23 +305,11 @@ void CSkyDome::RebuildColors() {
averagehorizoncolor += color;
}
}
// NOTE: average reduced to 25% makes nice tint value for clouds lit from behind
// down the road we could interpolate between it and full strength average, to improve accuracy of cloud appearance
m_averagecolour = glm::max( glm::vec3(), averagecolor / static_cast<float>( m_vertices.size() ) );
m_averagehorizoncolour = glm::max( glm::vec3(), averagehorizoncolor / static_cast<float>( m_tesselation * 2 ) );
if( m_coloursbuffer != -1 ) {
// the colour buffer was already initialized, so on this run we update its content
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// begin
::glEnableClientState( GL_VERTEX_ARRAY );
// update
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
::glBufferSubData( GL_ARRAY_BUFFER, 0, m_colours.size() * sizeof( glm::vec3 ), m_colours.data() );
// cleanup
::glPopClientAttrib();
}
m_dirty = true;
}
//******************************************************************************//