/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "rendering/opengl46/opengl46weather.h" #include "rendering/opengl46/opengl46sky.h" #include "environment/weather.h" #include "simulation/simulationenvironment.h" #include "model/Texture.h" #include "utilities/Globals.h" #include "utilities/utilities.h" namespace { // sizes of the noises (clouds_noise.comp) int const SHAPE_NOISE_SIZE{128}; int const DETAIL_NOISE_SIZE{32}; int const COVERAGE_NOISE_SIZE{512}; std::unique_ptr make_compute(std::string const &Name) { gl::shader shader(Name); return std::make_unique(std::vector>{shader}); } std::unique_ptr make_program(std::string const &Vertex, std::string const &Fragment) { gl::shader vertex(Vertex); gl::shader fragment(Fragment); return std::make_unique(std::vector>{vertex, fragment}); } GLuint groups(int const Size) { return static_cast((Size + static_cast(gl::WEATHER_GROUP_SIZE) - 1) / static_cast(gl::WEATHER_GROUP_SIZE)); } } // namespace opengl46_weather::~opengl46_weather() { for (auto *texture : {&m_shape_noise, &m_detail_noise, &m_coverage_noise, &m_shadow_map, &m_clouds_color, &m_clouds_depth, &m_clouds_history[0], &m_clouds_history[1], &m_panorama, &m_fog_scattering[0], &m_fog_scattering[1], &m_fog_integrated}) release(*texture); } void opengl46_weather::release(GLuint &Texture) { if (Texture != 0) glDeleteTextures(1, &Texture); Texture = 0; } GLuint opengl46_weather::create_texture(GLenum const Target, GLenum const Format, glm::ivec3 const &Size, GLint const Filter, GLint const Wrap) { GLuint texture{0}; glCreateTextures(Target, 1, &texture); if (Target == GL_TEXTURE_3D) glTextureStorage3D(texture, 1, Format, Size.x, Size.y, Size.z); else glTextureStorage2D(texture, 1, Format, Size.x, Size.y); glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, Filter); glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, Filter); glTextureParameteri(texture, GL_TEXTURE_WRAP_S, Wrap); glTextureParameteri(texture, GL_TEXTURE_WRAP_T, Wrap); glTextureParameteri(texture, GL_TEXTURE_WRAP_R, Wrap); return texture; } void opengl46_weather::init() { m_noise_program = make_compute("clouds_noise.comp"); m_march_program = make_compute("clouds_march.comp"); m_temporal_program = make_compute("clouds_temporal.comp"); m_shadow_program = make_compute("clouds_shadow.comp"); m_horizon_program = make_compute("fog_horizon.comp"); m_inject_program = make_compute("fog_inject.comp"); m_integrate_program = make_compute("fog_integrate.comp"); m_sky_program = make_program("quad.vert", "sky_weather.frag"); m_stars_program = make_program("stars.vert", "stars.frag"); m_weather_ubo = std::make_unique(sizeof(gl::weather_ubs), gl::WEATHER_UBO_BINDING); m_weather_ubo->update(m_state.block()); make_noise(); auto const stars{gfx::weather_state::star_vertices()}; m_stars_count = static_cast(stars.size() / 2); m_stars_vao.emplace(); m_stars_vao->bind(); m_stars_buffer.emplace(); m_stars_buffer->allocate(gl::buffer::ARRAY_BUFFER, static_cast(stars.size() * sizeof(glm::vec4)), GL_STATIC_DRAW); m_stars_buffer->upload(gl::buffer::ARRAY_BUFFER, stars.data(), 0, static_cast(stars.size() * sizeof(glm::vec4))); m_stars_vao->setup_attrib(*m_stars_buffer, 0, 4, GL_FLOAT, 2 * sizeof(glm::vec4), 0); m_stars_vao->setup_attrib(*m_stars_buffer, 1, 4, GL_FLOAT, 2 * sizeof(glm::vec4), sizeof(glm::vec4)); gl::vao::unbind(); } void opengl46_weather::make_noise() { auto const mipmapped = [](GLenum const Target, GLenum const Format, glm::ivec3 const &Size) { GLuint texture{0}; glCreateTextures(Target, 1, &texture); auto const levels{static_cast(std::floor(std::log2(static_cast(std::max(Size.x, Size.y))))) + 1}; if (Target == GL_TEXTURE_3D) glTextureStorage3D(texture, levels, Format, Size.x, Size.y, Size.z); else glTextureStorage2D(texture, levels, Format, Size.x, Size.y); glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_REPEAT); glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_REPEAT); glTextureParameteri(texture, GL_TEXTURE_WRAP_R, GL_REPEAT); return texture; }; m_shape_noise = mipmapped(GL_TEXTURE_3D, GL_RGBA8, glm::ivec3{SHAPE_NOISE_SIZE}); m_detail_noise = mipmapped(GL_TEXTURE_3D, GL_RGBA8, glm::ivec3{DETAIL_NOISE_SIZE}); m_coverage_noise = mipmapped(GL_TEXTURE_2D, GL_RGBA8, glm::ivec3{COVERAGE_NOISE_SIZE, COVERAGE_NOISE_SIZE, 1}); m_noise_program->bind(); auto const make = [&](int const Kind, GLuint const Volume, int const Size) { glBindImageTexture(0, Volume, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA8); glBindImageTexture(1, m_coverage_noise, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glProgramUniform1i(*m_noise_program, 0, Kind); glProgramUniform1i(*m_noise_program, 1, Size); m_noise_program->dispatch(groups(Size), groups(Size), Kind == 2 ? 1 : static_cast(Size)); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); }; make(0, m_shape_noise, SHAPE_NOISE_SIZE); make(1, m_detail_noise, DETAIL_NOISE_SIZE); make(2, m_shape_noise, COVERAGE_NOISE_SIZE); glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); gl::program::unbind(); glGenerateTextureMipmap(m_shape_noise); glGenerateTextureMipmap(m_detail_noise); glGenerateTextureMipmap(m_coverage_noise); } void opengl46_weather::bind() { m_weather_ubo->bind_uniform(); if (m_shadow_map != 0) glBindTextureUnit(gl::CLOUD_SHADOW_TEX, m_shadow_map); if (m_fog_integrated != 0) glBindTextureUnit(gl::FOG_VOLUME_TEX, m_fog_integrated); } void opengl46_weather::bind_noise() const { glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_shape_noise); glBindTextureUnit(gl::CLOUD_DETAIL_TEX, m_detail_noise); glBindTextureUnit(gl::CLOUD_COVERAGE_TEX, m_coverage_noise); if (m_shadow_map != 0) glBindTextureUnit(gl::CLOUD_SHADOW_TEX, m_shadow_map); } void opengl46_weather::upload_header() { // the colours of the horizon are left alone when the gpu writes them auto const size{m_state.horizon_on_gpu() ? offsetof(gl::weather_ubs, fog_horizon) : sizeof(gl::weather_ubs)}; m_weather_ubo->update(reinterpret_cast(&m_state.block()), 0, static_cast(size)); m_weather_ubo->bind_uniform(); } void opengl46_weather::update(opengl46_sky const &Sky, glm::vec3 const &Keylight, glm::vec3 const &Keycolor, glm::vec3 const &Ambient, glm::vec3 const &Fogcolor, glm::dvec3 const &Camera) { m_state.update(Sky.atmosphere_weight(), Sky.skyview_table() != 0, Keylight, Keycolor, Ambient, Fogcolor, Camera); auto const shadows{m_state.shadows_wanted()}; if (shadows) { if (m_shadow_size != Global.gfx_clouds_shadows_size) { release(m_shadow_map); m_shadow_size = Global.gfx_clouds_shadows_size; m_shadow_map = create_texture(GL_TEXTURE_2D, GL_R16F, glm::ivec3{m_shadow_size, m_shadow_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE); } m_state.place_shadows(m_shadow_size, Camera); } upload_header(); if (m_state.horizon_on_gpu()) { glBindTextureUnit(gl::SKY_VIEW_TEX, Sky.skyview_table()); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, gl::WEATHER_SCRATCH_SSBO_BINDING, *m_weather_ubo); glProgramUniform1i(*m_horizon_program, 0, static_cast(offsetof(gl::weather_ubs, fog_horizon) / sizeof(glm::vec4))); glProgramUniform4f(*m_horizon_program, 1, Sky.atmosphere_weight(), Sky.sky_scale(), 0.5f * Sky.overcast(), 64.f); auto const &balance{Sky.white_balance()}; glProgramUniform3f(*m_horizon_program, 2, balance.r, balance.g, balance.b); glProgramUniform3f(*m_horizon_program, 3, Fogcolor.r, Fogcolor.g, Fogcolor.b); m_horizon_program->dispatch(1); glMemoryBarrier(GL_UNIFORM_BARRIER_BIT); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, gl::WEATHER_SCRATCH_SSBO_BINDING, 0); } if (shadows) { m_shadow_timer.begin(); bind_noise(); glBindImageTexture(0, m_shadow_map, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16F); glProgramUniform1i(*m_shadow_program, 1, m_shadow_size); glProgramUniform3f(*m_shadow_program, 2, m_state.block().cloud_shadow_params.x, m_state.block().cloud_shadow_params.y, Global.gfx_clouds_shadows_range); glProgramUniform1i(*m_shadow_program, 3, 8); m_shadow_program->dispatch(groups(m_shadow_size), groups(m_shadow_size), 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16F); m_shadow_timer.end(); m_state.shadows_drawn(true); upload_header(); } else m_state.shadows_drawn(false); // a band of the panorama of the clouds, all of it the first time if (m_state.clouds_drawn()) { auto const level{gfx::weather_state::quality(Global.gfx_clouds, Global.gfx_fog_quality)}; if (m_panorama_size != level.panorama) { release(m_panorama); m_panorama_size = level.panorama; m_panorama = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_panorama_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE); glTextureParameteri(m_panorama, GL_TEXTURE_WRAP_S, GL_REPEAT); m_state.panorama_resized(); } int first, rows; m_state.panorama_band(m_panorama_size, first, rows); m_panorama_timer.begin(); bind_noise(); glBindImageTexture(0, m_panorama, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); // the depth isn't written in this mode, but something has to be bound glBindImageTexture(1, m_panorama, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); glProgramUniform1i(*m_march_program, 0, 1); glProgramUniform2i(*m_march_program, 1, m_panorama_size.x, m_panorama_size.y); glProgramUniform1i(*m_march_program, 4, m_state.frame()); // the panorama is seen blurred: fewer samples glProgramUniform4f(*m_march_program, 5, static_cast(std::max(level.steps / 2, 24)), static_cast(std::max(level.light_steps - 1, 2)), Global.gfx_clouds_distance, 0.f); glProgramUniform2i(*m_march_program, 6, first, rows); m_march_program->dispatch(groups(m_panorama_size.x), groups(rows), 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); m_panorama_timer.end(); } gl::program::unbind(); } void opengl46_weather::prepare_view(glm::ivec2 const &Size, quality_level const &Level) { auto const cloudsize{glm::max((Size + Level.divisor - 1) / Level.divisor, glm::ivec2{1})}; if (m_state.clouds_drawn() && (cloudsize != m_view_size || m_clouds_color == 0)) { for (auto *texture : {&m_clouds_color, &m_clouds_depth, &m_clouds_history[0], &m_clouds_history[1]}) release(*texture); m_view_size = cloudsize; m_clouds_color = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_view_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE); m_clouds_depth = create_texture(GL_TEXTURE_2D, GL_R32F, glm::ivec3{m_view_size, 1}, GL_NEAREST, GL_CLAMP_TO_EDGE); for (auto &history : m_clouds_history) history = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_view_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE); m_state.previous_clouds.valid = false; } if ((Global.gfx_fog == 1) && (Level.fog_grid != m_fog_grid || m_fog_integrated == 0)) { for (auto *texture : {&m_fog_scattering[0], &m_fog_scattering[1], &m_fog_integrated}) release(*texture); m_fog_grid = Level.fog_grid; for (auto &scattering : m_fog_scattering) scattering = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid, GL_LINEAR, GL_CLAMP_TO_EDGE); // one slice more: the fog through the whole volume without the clouds, which the sky takes (fog_integrate.comp) m_fog_integrated = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid + glm::ivec3{0, 0, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE); m_state.previous_fog.valid = false; } m_view_level = Level; } void opengl46_weather::render_view(glm::mat4 const &Projection, glm::mat4 const &View, glm::dvec3 const &Camera, glm::ivec2 const &Size, int const Cablamp) { auto const level{gfx::weather_state::quality(Global.gfx_clouds, Global.gfx_fog_quality)}; prepare_view(Size, level); auto const rotation{glm::mat4{glm::mat3{View}}}; auto const inverseprojection{glm::inverse(Projection)}; auto const viewtoworld{glm::transpose(rotation)}; auto const projectionview{Projection * rotation}; auto &previousclouds{m_state.previous_clouds}; auto &previousfog{m_state.previous_fog}; if (m_state.clouds_drawn()) { m_clouds_timer.begin(); bind_noise(); glBindImageTexture(0, m_clouds_color, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); glBindImageTexture(1, m_clouds_depth, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F); glProgramUniform1i(*m_march_program, 0, 0); glProgramUniform2i(*m_march_program, 1, m_view_size.x, m_view_size.y); glProgramUniformMatrix4fv(*m_march_program, 2, 1, GL_FALSE, glm::value_ptr(inverseprojection)); glProgramUniformMatrix4fv(*m_march_program, 3, 1, GL_FALSE, glm::value_ptr(viewtoworld)); glProgramUniform1i(*m_march_program, 4, m_state.frame()); glProgramUniform4f(*m_march_program, 5, static_cast(level.steps), static_cast(level.light_steps), Global.gfx_clouds_distance, level.detail ? 1.f : 0.f); glProgramUniform2i(*m_march_program, 6, 0, m_view_size.y); m_march_program->dispatch(groups(m_view_size.x), groups(m_view_size.y), 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); auto const next{1 - m_clouds_current}; glBindTextureUnit(gl::CLOUD_TEX, m_clouds_color); glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_clouds_depth); glBindTextureUnit(gl::CLOUD_HISTORY_TEX, m_clouds_history[m_clouds_current]); glBindImageTexture(0, m_clouds_history[next], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F); glProgramUniform2i(*m_temporal_program, 1, m_view_size.x, m_view_size.y); glProgramUniformMatrix4fv(*m_temporal_program, 2, 1, GL_FALSE, glm::value_ptr(inverseprojection)); glProgramUniformMatrix4fv(*m_temporal_program, 3, 1, GL_FALSE, glm::value_ptr(viewtoworld)); glProgramUniformMatrix4fv(*m_temporal_program, 4, 1, GL_FALSE, glm::value_ptr(previousclouds.projection_view)); auto const previous{glm::vec3{previousclouds.camera - Camera}}; glProgramUniform3f(*m_temporal_program, 5, previous.x, previous.y, previous.z); glProgramUniform1f(*m_temporal_program, 6, gfx::weather_state::continuity(previousclouds, Camera) ? 0.15f : 1.f); m_temporal_program->dispatch(groups(m_view_size.x), groups(m_view_size.y), 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); // the shape noise back where the clouds of the fog read it glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_shape_noise); m_clouds_current = next; m_clouds_timer.end(); previousclouds = {projectionview, Camera, {}, true}; m_state.clouds_made(); } else previousclouds.valid = false; if (Global.gfx_fog == 1) { m_fog_timer.begin(); auto const temporal{Global.gfx_fog_temporal && gfx::weather_state::continuity(previousfog, Camera)}; auto const jitter{m_state.fog_jitter(temporal)}; auto const slicing{gfx::weather_state::fog_slicing(m_fog_grid.z, jitter)}; bind_noise(); auto const next{1 - m_fog_current}; glBindImageTexture(0, m_fog_scattering[next], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA16F); glBindTextureUnit(gl::CLOUD_HISTORY_TEX, m_fog_scattering[m_fog_current]); glProgramUniform3i(*m_inject_program, 0, m_fog_grid.x, m_fog_grid.y, m_fog_grid.z); glProgramUniformMatrix4fv(*m_inject_program, 1, 1, GL_FALSE, glm::value_ptr(inverseprojection)); glProgramUniformMatrix4fv(*m_inject_program, 2, 1, GL_FALSE, glm::value_ptr(viewtoworld)); glProgramUniform4fv(*m_inject_program, 3, 1, glm::value_ptr(slicing)); glProgramUniformMatrix4fv(*m_inject_program, 4, 1, GL_FALSE, glm::value_ptr(previousfog.projection_view)); auto const previous{glm::vec3{previousfog.camera - Camera}}; glProgramUniform3f(*m_inject_program, 5, previous.x, previous.y, previous.z); auto const sunshadows{Global.gfx_fog_shadows && Global.gfx_shadowmap_enabled}; auto const share{temporal ? std::clamp(Global.gfx_fog_temporal_share, 0.02f, 1.f) : 1.f}; glProgramUniform4f(*m_inject_program, 6, share, Global.gfx_fog_lights, sunshadows ? 1.f : 0.f, Global.gfx_fog_shadows ? 1.f : 0.f); glProgramUniform1i(*m_inject_program, 7, Cablamp); glProgramUniform2f(*m_inject_program, 8, previousfog.slicing.x, previousfog.slicing.z); glProgramUniform2f(*m_inject_program, 9, jitter.x, jitter.y); m_inject_program->dispatch(groups(m_fog_grid.x), groups(m_fog_grid.y), static_cast(m_fog_grid.z)); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glBindTextureUnit(gl::CLOUD_HISTORY_TEX, m_fog_scattering[next]); glBindImageTexture(0, m_fog_integrated, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA16F); glProgramUniform3i(*m_integrate_program, 0, m_fog_grid.x, m_fog_grid.y, m_fog_grid.z); glProgramUniformMatrix4fv(*m_integrate_program, 1, 1, GL_FALSE, glm::value_ptr(inverseprojection)); glProgramUniformMatrix4fv(*m_integrate_program, 2, 1, GL_FALSE, glm::value_ptr(viewtoworld)); glProgramUniform4fv(*m_integrate_program, 3, 1, glm::value_ptr(slicing)); m_integrate_program->dispatch(groups(m_fog_grid.x), groups(m_fog_grid.y), 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); m_fog_current = next; m_fog_timer.end(); previousfog = {projectionview, Camera, slicing, true}; m_state.fog_made(slicing, m_fog_grid); } else previousfog.valid = false; gl::program::unbind(); } void opengl46_weather::setup_pass(bool const Volume, glm::ivec2 const &Size) { m_state.setup_pass(Volume, Size); upload_header(); bind(); } void opengl46_weather::draw_stars(glm::mat4 const &View, float const Sunangle, double const Siderealtime, double const Latitude) { if (!m_stars_vao || m_stars_count == 0) return; glm::mat4 toworld, toview; glm::vec4 params; if (false == m_state.stars(Sunangle, Siderealtime, Latitude, View, toworld, toview, params)) return; m_stars_program->bind(); glProgramUniformMatrix4fv(*m_stars_program, 0, 1, GL_FALSE, glm::value_ptr(toworld)); glProgramUniformMatrix4fv(*m_stars_program, 1, 1, GL_FALSE, glm::value_ptr(toview)); glProgramUniform4fv(*m_stars_program, 2, 1, glm::value_ptr(params)); glEnable(GL_PROGRAM_POINT_SIZE); glBlendFunc(GL_ONE, GL_ONE); m_stars_vao->bind(); glDrawArrays(GL_POINTS, 0, m_stars_count); glDisable(GL_PROGRAM_POINT_SIZE); gl::vao::unbind(); } void opengl46_weather::draw_sky(glm::mat4 const &Projection, glm::mat4 const &View, bool const Mainview) { int mode{0}; if (m_state.clouds_drawn()) { if (Mainview && m_state.clouds_view_valid()) { mode = 1; glBindTextureUnit(gl::CLOUD_TEX, m_clouds_history[m_clouds_current]); } else if (m_panorama != 0) { mode = 2; glBindTextureUnit(gl::CLOUD_TEX, m_panorama); } } auto const inverseprojection{glm::inverse(Projection)}; auto const viewtoworld{glm::transpose(glm::mat4{glm::mat3{View}})}; m_sky_program->bind(); glProgramUniformMatrix4fv(*m_sky_program, 0, 1, GL_FALSE, glm::value_ptr(inverseprojection)); glProgramUniformMatrix4fv(*m_sky_program, 1, 1, GL_FALSE, glm::value_ptr(viewtoworld)); glProgramUniform1i(*m_sky_program, 2, mode); GLboolean depthmask; glGetBooleanv(GL_DEPTH_WRITEMASK, &depthmask); auto const depthtest{glIsEnabled(GL_DEPTH_TEST)}; auto const cull{glIsEnabled(GL_CULL_FACE)}; glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_ALPHA); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(depthmask); if (depthtest) glEnable(GL_DEPTH_TEST); if (cull) glEnable(GL_CULL_FACE); } std::string opengl46_weather::info_times() { std::string text; auto const line = [&text](char const *Name, gl::gpu_timer &Timer) { if (auto const time = Timer.result()) text += std::string{" "} + Name + ": " + to_string(static_cast(*time) / 1000000.0, 3) + " ms\n"; }; line("clouds", m_clouds_timer); line("clouds panorama", m_panorama_timer); line("cloud shadows", m_shadow_timer); line("fog volume", m_fog_timer); return text; } void opengl46_weather::draw_debug_ui() { m_state.draw_debug_ui(); }