/* 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/opengl33precipitation.h" #include "utilities/Globals.h" #include "rendering/renderer.h" #include "simulation/simulationenvironment.h" opengl33_precipitation::~opengl33_precipitation() { // TODO: release allocated resources } void opengl33_precipitation::create( int const Tesselation ) { m_vertices.clear(); m_uvs.clear(); m_indices.clear(); auto const heightfactor { 10.f }; // height-to-radius factor auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur // create geometry chunk auto const latitudes { 3 }; // just a cylinder with end cones auto const longitudes { Tesselation }; auto const longitudehalfstep { 0.5f * static_cast( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction std::uint16_t index = 0; // auto const radius { 25.f }; // cylinder radius std::vector radii { 25.f, 10.f, 5.f, 1.f }; for( auto radius : radii ) { for( int i = 0; i <= latitudes; ++i ) { auto const latitude{ static_cast( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) }; auto const z{ std::sin( latitude ) }; auto const zr{ std::cos( latitude ) }; for( int j = 0; j <= longitudes; ++j ) { // NOTE: for the first and last row half of the points we create end up unused but, eh auto const longitude{ static_cast( 2.0 * M_PI * (float)( j ) / longitudes ) }; auto const x{ std::cos( longitude ) }; auto const y{ std::sin( longitude ) }; // NOTE: cartesian to opengl swap would be: -x, -z, -y m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius ); // uvs // NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles auto u = ( i == 0 ? longitude + longitudehalfstep : i == latitudes ? longitude - longitudehalfstep : longitude ); m_uvs.emplace_back( u / ( 2.0 * M_PI ) * radius, 1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor ); if( ( i == 0 ) || ( j == 0 ) ) { // initial edge of the dome, don't start indices yet ++index; } else { // the end cones are built from one triangle of each quad, the middle rows use both if( i < latitudes ) { m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); m_indices.emplace_back( index - 1 ); m_indices.emplace_back( index ); } if( i > 1 ) { m_indices.emplace_back( index ); m_indices.emplace_back( index - ( longitudes + 1 ) ); m_indices.emplace_back( index - 1 - ( longitudes + 1 ) ); } ++index; } } // longitude } // latitude } // radius } void opengl33_precipitation::update() { if (!m_shader) { gl::shader vert("precipitation.vert"); gl::shader frag("precipitation.frag"); m_shader.emplace(std::vector>({vert, frag})); } if (!m_vertexbuffer) { m_vao.emplace(); m_vao->bind(); if( m_vertices.empty() ) { // create visualization mesh create( 18 ); } // build the buffers m_vertexbuffer.emplace(); m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW); m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 )); m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0); m_uvbuffer.emplace(); m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW); m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 )); m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0); m_indexbuffer.emplace(); m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW); m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short )); m_vao->setup_ebo(*m_indexbuffer); m_vao->unbind(); // NOTE: vertex and index source data is superfluous past this point, but, eh } // TODO: include weather type check in the entry conditions if( m_overcast == Global.Overcast ) { return; } m_overcast = Global.Overcast; std::string const densitysuffix { ( m_overcast < 1.35 ? "_light" : "_medium" ) }; if( Global.Weather == "rain:" ) { m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix ); } else if( Global.Weather == "snow:" ) { m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix ); } } void opengl33_precipitation::render() { if( !m_shader ) { return; } if( !m_vao ) { return; } GfxRenderer->Bind_Texture( 0, m_texture ); m_shader->bind(); m_vao->bind(); ::glDrawElements( GL_TRIANGLES, static_cast( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast( 0 ) ); m_vao->unbind(); }