mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
160 lines
5.7 KiB
C++
160 lines
5.7 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "rendering/opengl33precipitation.h"
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#include "utilities/Globals.h"
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#include "rendering/renderer.h"
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#include "simulation/simulationenvironment.h"
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opengl33_precipitation::~opengl33_precipitation() {
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// TODO: release allocated resources
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}
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void
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opengl33_precipitation::create( int const Tesselation ) {
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m_vertices.clear();
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m_uvs.clear();
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m_indices.clear();
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auto const heightfactor { 10.f }; // height-to-radius factor
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auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur
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// create geometry chunk
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auto const latitudes { 3 }; // just a cylinder with end cones
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auto const longitudes { Tesselation };
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auto const longitudehalfstep { 0.5f * static_cast<float>( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction
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std::uint16_t index = 0;
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// auto const radius { 25.f }; // cylinder radius
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std::vector<float> radii { 25.f, 10.f, 5.f, 1.f };
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for( auto radius : radii ) {
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for( int i = 0; i <= latitudes; ++i ) {
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auto const latitude{ static_cast<float>( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) };
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auto const z{ std::sin( latitude ) };
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auto const zr{ std::cos( latitude ) };
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for( int j = 0; j <= longitudes; ++j ) {
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// NOTE: for the first and last row half of the points we create end up unused but, eh
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auto const longitude{ static_cast<float>( 2.0 * M_PI * (float)( j ) / longitudes ) };
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auto const x{ std::cos( longitude ) };
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auto const y{ std::sin( longitude ) };
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// NOTE: cartesian to opengl swap would be: -x, -z, -y
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m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius );
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// uvs
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// NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles
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auto u = (
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i == 0 ? longitude + longitudehalfstep :
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i == latitudes ? longitude - longitudehalfstep :
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longitude );
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m_uvs.emplace_back(
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u / ( 2.0 * M_PI ) * radius,
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1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor );
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if( ( i == 0 ) || ( j == 0 ) ) {
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// initial edge of the dome, don't start indices yet
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++index;
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}
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else {
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// the end cones are built from one triangle of each quad, the middle rows use both
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if( i < latitudes ) {
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m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
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m_indices.emplace_back( index - 1 );
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m_indices.emplace_back( index );
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}
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if( i > 1 ) {
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m_indices.emplace_back( index );
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m_indices.emplace_back( index - ( longitudes + 1 ) );
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m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
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}
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++index;
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}
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} // longitude
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} // latitude
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} // radius
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}
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void
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opengl33_precipitation::update() {
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if (!m_shader)
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{
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gl::shader vert("precipitation.vert");
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gl::shader frag("precipitation.frag");
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m_shader.emplace(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
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}
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if (!m_vertexbuffer) {
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m_vao.emplace();
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m_vao->bind();
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if( m_vertices.empty() ) {
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// create visualization mesh
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create( 18 );
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}
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// build the buffers
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m_vertexbuffer.emplace();
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m_vertexbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), GL_STATIC_DRAW);
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m_vertexbuffer->upload(gl::buffer::ARRAY_BUFFER, m_vertices.data(), 0, m_vertices.size() * sizeof( glm::vec3 ));
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m_vao->setup_attrib(*m_vertexbuffer, 0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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m_uvbuffer.emplace();
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m_uvbuffer->allocate(gl::buffer::ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), GL_STATIC_DRAW);
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m_uvbuffer->upload(gl::buffer::ARRAY_BUFFER, m_uvs.data(), 0, m_uvs.size() * sizeof( glm::vec2 ));
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m_vao->setup_attrib(*m_uvbuffer, 1, 2, GL_FLOAT, sizeof(glm::vec2), 0);
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m_indexbuffer.emplace();
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m_indexbuffer->allocate(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), GL_STATIC_DRAW);
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m_indexbuffer->upload(gl::buffer::ELEMENT_ARRAY_BUFFER, m_indices.data(), 0, m_indices.size() * sizeof( unsigned short ));
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m_vao->setup_ebo(*m_indexbuffer);
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m_vao->unbind();
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// NOTE: vertex and index source data is superfluous past this point, but, eh
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}
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// TODO: include weather type check in the entry conditions
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if( m_overcast == Global.Overcast ) { return; }
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m_overcast = Global.Overcast;
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std::string const densitysuffix { (
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m_overcast < 1.35 ?
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"_light" :
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"_medium" ) };
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if( Global.Weather == "rain:" ) {
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m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix );
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}
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else if( Global.Weather == "snow:" ) {
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m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix );
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}
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}
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void
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opengl33_precipitation::render() {
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if( !m_shader ) { return; }
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if( !m_vao ) { return; }
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GfxRenderer->Bind_Texture( 0, m_texture );
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m_shader->bind();
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m_vao->bind();
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::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
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m_vao->unbind();
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}
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