mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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467 lines
20 KiB
C++
467 lines
20 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/opengl46/opengl46weather.h"
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#include "rendering/opengl46/opengl46sky.h"
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#include "environment/weather.h"
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#include "simulation/simulationenvironment.h"
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#include "model/Texture.h"
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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namespace
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{
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// sizes of the noises (clouds_noise.comp)
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int const SHAPE_NOISE_SIZE{128};
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int const DETAIL_NOISE_SIZE{32};
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int const COVERAGE_NOISE_SIZE{512};
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std::unique_ptr<gl::program> make_compute(std::string const &Name)
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{
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gl::shader shader(Name);
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return std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{shader});
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}
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std::unique_ptr<gl::program> make_program(std::string const &Vertex, std::string const &Fragment)
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{
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gl::shader vertex(Vertex);
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gl::shader fragment(Fragment);
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return std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>{vertex, fragment});
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}
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GLuint groups(int const Size)
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{
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return static_cast<GLuint>((Size + static_cast<int>(gl::WEATHER_GROUP_SIZE) - 1) / static_cast<int>(gl::WEATHER_GROUP_SIZE));
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}
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} // namespace
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opengl46_weather::~opengl46_weather()
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{
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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,
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&m_fog_scattering[0], &m_fog_scattering[1], &m_fog_integrated})
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release(*texture);
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}
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void opengl46_weather::release(GLuint &Texture)
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{
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if (Texture != 0)
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glDeleteTextures(1, &Texture);
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Texture = 0;
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}
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GLuint opengl46_weather::create_texture(GLenum const Target, GLenum const Format, glm::ivec3 const &Size, GLint const Filter, GLint const Wrap)
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{
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GLuint texture{0};
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glCreateTextures(Target, 1, &texture);
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if (Target == GL_TEXTURE_3D)
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glTextureStorage3D(texture, 1, Format, Size.x, Size.y, Size.z);
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else
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glTextureStorage2D(texture, 1, Format, Size.x, Size.y);
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glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, Filter);
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glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, Filter);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_S, Wrap);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_T, Wrap);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_R, Wrap);
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return texture;
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}
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void opengl46_weather::init()
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{
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m_noise_program = make_compute("clouds_noise.comp");
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m_march_program = make_compute("clouds_march.comp");
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m_temporal_program = make_compute("clouds_temporal.comp");
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m_shadow_program = make_compute("clouds_shadow.comp");
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m_horizon_program = make_compute("fog_horizon.comp");
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m_inject_program = make_compute("fog_inject.comp");
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m_integrate_program = make_compute("fog_integrate.comp");
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m_sky_program = make_program("quad.vert", "sky_weather.frag");
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m_stars_program = make_program("stars.vert", "stars.frag");
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m_weather_ubo = std::make_unique<gl::ubo>(sizeof(gl::weather_ubs), gl::WEATHER_UBO_BINDING);
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m_weather_ubo->update(m_state.block());
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make_noise();
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auto const stars{gfx::weather_state::star_vertices()};
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m_stars_count = static_cast<int>(stars.size() / 2);
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m_stars_vao.emplace();
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m_stars_vao->bind();
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m_stars_buffer.emplace();
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m_stars_buffer->allocate(gl::buffer::ARRAY_BUFFER, static_cast<GLsizeiptr>(stars.size() * sizeof(glm::vec4)), GL_STATIC_DRAW);
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m_stars_buffer->upload(gl::buffer::ARRAY_BUFFER, stars.data(), 0, static_cast<GLsizeiptr>(stars.size() * sizeof(glm::vec4)));
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m_stars_vao->setup_attrib(*m_stars_buffer, 0, 4, GL_FLOAT, 2 * sizeof(glm::vec4), 0);
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m_stars_vao->setup_attrib(*m_stars_buffer, 1, 4, GL_FLOAT, 2 * sizeof(glm::vec4), sizeof(glm::vec4));
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gl::vao::unbind();
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}
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void opengl46_weather::make_noise()
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{
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auto const mipmapped = [](GLenum const Target, GLenum const Format, glm::ivec3 const &Size) {
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GLuint texture{0};
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glCreateTextures(Target, 1, &texture);
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auto const levels{static_cast<GLsizei>(std::floor(std::log2(static_cast<float>(std::max(Size.x, Size.y))))) + 1};
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if (Target == GL_TEXTURE_3D)
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glTextureStorage3D(texture, levels, Format, Size.x, Size.y, Size.z);
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else
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glTextureStorage2D(texture, levels, Format, Size.x, Size.y);
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glTextureParameteri(texture, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTextureParameteri(texture, GL_TEXTURE_WRAP_R, GL_REPEAT);
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return texture;
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};
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m_shape_noise = mipmapped(GL_TEXTURE_3D, GL_RGBA8, glm::ivec3{SHAPE_NOISE_SIZE});
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m_detail_noise = mipmapped(GL_TEXTURE_3D, GL_RGBA8, glm::ivec3{DETAIL_NOISE_SIZE});
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m_coverage_noise = mipmapped(GL_TEXTURE_2D, GL_RGBA8, glm::ivec3{COVERAGE_NOISE_SIZE, COVERAGE_NOISE_SIZE, 1});
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m_noise_program->bind();
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auto const make = [&](int const Kind, GLuint const Volume, int const Size) {
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glBindImageTexture(0, Volume, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA8);
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glBindImageTexture(1, m_coverage_noise, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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glProgramUniform1i(*m_noise_program, 0, Kind);
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glProgramUniform1i(*m_noise_program, 1, Size);
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m_noise_program->dispatch(groups(Size), groups(Size), Kind == 2 ? 1 : static_cast<GLuint>(Size));
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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};
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make(0, m_shape_noise, SHAPE_NOISE_SIZE);
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make(1, m_detail_noise, DETAIL_NOISE_SIZE);
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make(2, m_shape_noise, COVERAGE_NOISE_SIZE);
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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gl::program::unbind();
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glGenerateTextureMipmap(m_shape_noise);
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glGenerateTextureMipmap(m_detail_noise);
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glGenerateTextureMipmap(m_coverage_noise);
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}
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void opengl46_weather::bind()
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{
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m_weather_ubo->bind_uniform();
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if (m_shadow_map != 0)
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glBindTextureUnit(gl::CLOUD_SHADOW_TEX, m_shadow_map);
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if (m_fog_integrated != 0)
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glBindTextureUnit(gl::FOG_VOLUME_TEX, m_fog_integrated);
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}
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void opengl46_weather::bind_noise() const
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{
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glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_shape_noise);
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glBindTextureUnit(gl::CLOUD_DETAIL_TEX, m_detail_noise);
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glBindTextureUnit(gl::CLOUD_COVERAGE_TEX, m_coverage_noise);
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if (m_shadow_map != 0)
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glBindTextureUnit(gl::CLOUD_SHADOW_TEX, m_shadow_map);
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}
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void opengl46_weather::upload_header()
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{
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// the colours of the horizon are left alone when the gpu writes them
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auto const size{m_state.horizon_on_gpu() ? offsetof(gl::weather_ubs, fog_horizon) : sizeof(gl::weather_ubs)};
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m_weather_ubo->update(reinterpret_cast<uint8_t const *>(&m_state.block()), 0, static_cast<GLsizeiptr>(size));
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m_weather_ubo->bind_uniform();
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}
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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)
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{
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m_state.update(Sky.atmosphere_weight(), Sky.skyview_table() != 0, Keylight, Keycolor, Ambient, Fogcolor, Camera);
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auto const shadows{m_state.shadows_wanted()};
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if (shadows)
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{
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if (m_shadow_size != Global.gfx_clouds_shadows_size)
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{
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release(m_shadow_map);
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m_shadow_size = Global.gfx_clouds_shadows_size;
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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);
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}
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m_state.place_shadows(m_shadow_size, Camera);
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}
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upload_header();
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if (m_state.horizon_on_gpu())
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{
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glBindTextureUnit(gl::SKY_VIEW_TEX, Sky.skyview_table());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, gl::WEATHER_SCRATCH_SSBO_BINDING, *m_weather_ubo);
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glProgramUniform1i(*m_horizon_program, 0, static_cast<GLint>(offsetof(gl::weather_ubs, fog_horizon) / sizeof(glm::vec4)));
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glProgramUniform4f(*m_horizon_program, 1, Sky.atmosphere_weight(), Sky.sky_scale(), 0.5f * Sky.overcast(), 64.f);
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auto const &balance{Sky.white_balance()};
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glProgramUniform3f(*m_horizon_program, 2, balance.r, balance.g, balance.b);
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glProgramUniform3f(*m_horizon_program, 3, Fogcolor.r, Fogcolor.g, Fogcolor.b);
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m_horizon_program->dispatch(1);
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glMemoryBarrier(GL_UNIFORM_BARRIER_BIT);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, gl::WEATHER_SCRATCH_SSBO_BINDING, 0);
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}
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if (shadows)
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{
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m_shadow_timer.begin();
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bind_noise();
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glBindImageTexture(0, m_shadow_map, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16F);
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glProgramUniform1i(*m_shadow_program, 1, m_shadow_size);
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glProgramUniform3f(*m_shadow_program, 2, m_state.block().cloud_shadow_params.x, m_state.block().cloud_shadow_params.y, Global.gfx_clouds_shadows_range);
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glProgramUniform1i(*m_shadow_program, 3, 8);
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m_shadow_program->dispatch(groups(m_shadow_size), groups(m_shadow_size), 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16F);
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m_shadow_timer.end();
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m_state.shadows_drawn(true);
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upload_header();
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}
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else
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m_state.shadows_drawn(false);
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// a band of the panorama of the clouds, all of it the first time
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if (m_state.clouds_drawn())
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{
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auto const level{gfx::weather_state::quality(Global.gfx_clouds, Global.gfx_fog_quality)};
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if (m_panorama_size != level.panorama)
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{
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release(m_panorama);
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m_panorama_size = level.panorama;
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m_panorama = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_panorama_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE);
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glTextureParameteri(m_panorama, GL_TEXTURE_WRAP_S, GL_REPEAT);
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m_state.panorama_resized();
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}
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int first, rows;
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m_state.panorama_band(m_panorama_size, first, rows);
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m_panorama_timer.begin();
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bind_noise();
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glBindImageTexture(0, m_panorama, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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// the depth isn't written in this mode, but something has to be bound
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glBindImageTexture(1, m_panorama, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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glProgramUniform1i(*m_march_program, 0, 1);
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glProgramUniform2i(*m_march_program, 1, m_panorama_size.x, m_panorama_size.y);
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glProgramUniform1i(*m_march_program, 4, m_state.frame());
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// the panorama is seen blurred: fewer samples
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glProgramUniform4f(*m_march_program, 5, static_cast<float>(std::max(level.steps / 2, 24)), static_cast<float>(std::max(level.light_steps - 1, 2)), Global.gfx_clouds_distance, 0.f);
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glProgramUniform2i(*m_march_program, 6, first, rows);
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m_march_program->dispatch(groups(m_panorama_size.x), groups(rows), 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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m_panorama_timer.end();
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}
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gl::program::unbind();
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}
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void opengl46_weather::prepare_view(glm::ivec2 const &Size, quality_level const &Level)
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{
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auto const cloudsize{glm::max((Size + Level.divisor - 1) / Level.divisor, glm::ivec2{1})};
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if (m_state.clouds_drawn() && (cloudsize != m_view_size || m_clouds_color == 0))
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{
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for (auto *texture : {&m_clouds_color, &m_clouds_depth, &m_clouds_history[0], &m_clouds_history[1]})
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release(*texture);
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m_view_size = cloudsize;
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m_clouds_color = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_view_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_clouds_depth = create_texture(GL_TEXTURE_2D, GL_R32F, glm::ivec3{m_view_size, 1}, GL_NEAREST, GL_CLAMP_TO_EDGE);
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for (auto &history : m_clouds_history)
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history = create_texture(GL_TEXTURE_2D, GL_RGBA16F, glm::ivec3{m_view_size, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_state.previous_clouds.valid = false;
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}
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if ((Global.gfx_fog == 1) && (Level.fog_grid != m_fog_grid || m_fog_integrated == 0))
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{
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for (auto *texture : {&m_fog_scattering[0], &m_fog_scattering[1], &m_fog_integrated})
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release(*texture);
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m_fog_grid = Level.fog_grid;
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for (auto &scattering : m_fog_scattering)
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scattering = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid, GL_LINEAR, GL_CLAMP_TO_EDGE);
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// one slice more: the fog through the whole volume without the clouds, which the sky takes (fog_integrate.comp)
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m_fog_integrated = create_texture(GL_TEXTURE_3D, GL_RGBA16F, m_fog_grid + glm::ivec3{0, 0, 1}, GL_LINEAR, GL_CLAMP_TO_EDGE);
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m_state.previous_fog.valid = false;
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}
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m_view_level = Level;
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}
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void opengl46_weather::render_view(glm::mat4 const &Projection, glm::mat4 const &View, glm::dvec3 const &Camera, glm::ivec2 const &Size, int const Cablamp)
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{
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auto const level{gfx::weather_state::quality(Global.gfx_clouds, Global.gfx_fog_quality)};
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prepare_view(Size, level);
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auto const rotation{glm::mat4{glm::mat3{View}}};
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auto const inverseprojection{glm::inverse(Projection)};
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auto const viewtoworld{glm::transpose(rotation)};
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auto const projectionview{Projection * rotation};
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auto &previousclouds{m_state.previous_clouds};
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auto &previousfog{m_state.previous_fog};
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if (m_state.clouds_drawn())
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{
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m_clouds_timer.begin();
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bind_noise();
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glBindImageTexture(0, m_clouds_color, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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glBindImageTexture(1, m_clouds_depth, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
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glProgramUniform1i(*m_march_program, 0, 0);
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glProgramUniform2i(*m_march_program, 1, m_view_size.x, m_view_size.y);
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glProgramUniformMatrix4fv(*m_march_program, 2, 1, GL_FALSE, glm::value_ptr(inverseprojection));
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glProgramUniformMatrix4fv(*m_march_program, 3, 1, GL_FALSE, glm::value_ptr(viewtoworld));
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glProgramUniform1i(*m_march_program, 4, m_state.frame());
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glProgramUniform4f(*m_march_program, 5, static_cast<float>(level.steps), static_cast<float>(level.light_steps), Global.gfx_clouds_distance, level.detail ? 1.f : 0.f);
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glProgramUniform2i(*m_march_program, 6, 0, m_view_size.y);
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m_march_program->dispatch(groups(m_view_size.x), groups(m_view_size.y), 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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auto const next{1 - m_clouds_current};
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glBindTextureUnit(gl::CLOUD_TEX, m_clouds_color);
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glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_clouds_depth);
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glBindTextureUnit(gl::CLOUD_HISTORY_TEX, m_clouds_history[m_clouds_current]);
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glBindImageTexture(0, m_clouds_history[next], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
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glProgramUniform2i(*m_temporal_program, 1, m_view_size.x, m_view_size.y);
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glProgramUniformMatrix4fv(*m_temporal_program, 2, 1, GL_FALSE, glm::value_ptr(inverseprojection));
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glProgramUniformMatrix4fv(*m_temporal_program, 3, 1, GL_FALSE, glm::value_ptr(viewtoworld));
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glProgramUniformMatrix4fv(*m_temporal_program, 4, 1, GL_FALSE, glm::value_ptr(previousclouds.projection_view));
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auto const previous{glm::vec3{previousclouds.camera - Camera}};
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glProgramUniform3f(*m_temporal_program, 5, previous.x, previous.y, previous.z);
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glProgramUniform1f(*m_temporal_program, 6, gfx::weather_state::continuity(previousclouds, Camera) ? 0.15f : 1.f);
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m_temporal_program->dispatch(groups(m_view_size.x), groups(m_view_size.y), 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
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// the shape noise back where the clouds of the fog read it
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glBindTextureUnit(gl::CLOUD_SHAPE_TEX, m_shape_noise);
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m_clouds_current = next;
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m_clouds_timer.end();
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previousclouds = {projectionview, Camera, {}, true};
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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<GLuint>(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<double>(*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();
|
|
}
|