Vyacheslav Ivanov 5dd7a15c09
fix: optimization: PVS-Studio warning V832
It's better to use '= default;' syntax instead of empty constructor and destructor body.
Using '= default;' can help the compiler generate more optimal code.

Reported by: PVS-Studio

Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
2024-08-02 01:57:43 +03:00

207 lines
5.9 KiB
C++

#include "Skybox.hpp"
#include "../../assets/Assets.hpp"
#include "../../graphics/core/Shader.hpp"
#include "../../graphics/core/Mesh.hpp"
#include "../../graphics/core/Batch3D.hpp"
#include "../../graphics/core/Texture.hpp"
#include "../../graphics/core/Cubemap.hpp"
#include "../../graphics/core/Framebuffer.hpp"
#include "../../graphics/core/DrawContext.hpp"
#include "../../window/Window.hpp"
#include "../../window/Camera.hpp"
#include "../../maths/UVRegion.hpp"
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#ifndef M_PI
#define M_PI 3.141592
#endif // M_PI
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader* shader)
: size(size),
shader(shader),
batch3d(std::make_unique<Batch3D>(4096))
{
auto cubemap = std::make_unique<Cubemap>(size, size, ImageFormat::rgb888);
uint fboid;
glGenFramebuffers(1, &fboid);
fbo = std::make_unique<Framebuffer>(fboid, 0, std::move(cubemap));
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {{2}, {0}};
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
sprites.push_back(skysprite {
"misc/moon",
M_PI*0.5f,
4.0f,
false
});
sprites.push_back(skysprite {
"misc/sun",
M_PI*1.5f,
4.0f,
true
});
}
Skybox::~Skybox() = default;
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
auto backShader = assets->get<Shader>("background");
backShader->use();
backShader->uniformMatrix("u_view", camera->getView(false));
backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(M_PI*0.5f));
backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1i("u_cubemap", 1);
bind();
mesh->draw();
unbind();
}
void Skybox::drawStars(float angle, float opacity) {
batch3d->texture(nullptr);
random.setSeed(STARS_SEED);
for (int i = 0; i < STARS_COUNT; i++) {
float rx = (random.randFloat()) - 0.5f;
float ry = (random.randFloat()) - 0.5f;
float z = (random.randFloat()) - 0.5f;
float x = rx * sin(angle) + ry * -cos(angle);
float y = rx * cos(angle) + ry * sin(angle);
float sopacity = random.randFloat();
if (y < 0.0f)
continue;
sopacity *= (0.2f+sqrt(cos(angle))*0.5) - 0.05;
glm::vec4 tint (1,1,1, sopacity * opacity);
batch3d->point(glm::vec3(x, y, z), tint);
}
batch3d->flushPoints();
}
void Skybox::draw(
const DrawContext& pctx,
Camera* camera,
Assets* assets,
float daytime,
float fog)
{
const Viewport& viewport = pctx.getViewport();
int width = viewport.getWidth();
int height = viewport.getHeight();
drawBackground(camera, assets, width, height);
DrawContext ctx = pctx.sub();
ctx.setBlendMode(BlendMode::addition);
auto shader = assets->get<Shader>("ui3d");
shader->use();
shader->uniformMatrix("u_projview", camera->getProjView(false));
shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
float angle = daytime * M_PI * 2;
float opacity = glm::pow(1.0f-fog, 7.0f);
for (auto& sprite : sprites) {
batch3d->texture(assets->get<Texture>(sprite.texture));
float sangle = daytime * M_PI*2 + sprite.phase;
float distance = sprite.distance;
glm::vec3 pos(-cos(sangle)*distance, sin(sangle)*distance, 0);
glm::vec3 up(-sin(-sangle), cos(-sangle), 0.0f);
glm::vec4 tint (1,1,1, opacity);
if (!sprite.emissive) {
tint *= 0.6f+cos(angle)*0.4;
}
batch3d->sprite(pos, glm::vec3(0, 0, 1),
up, 1, 1, UVRegion(), tint);
}
drawStars(angle, opacity);
}
void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality) {
DrawContext ctx = pctx.sub();
ctx.setDepthMask(false);
ctx.setDepthTest(false);
ctx.setFramebuffer(fbo.get());
ctx.setViewport(Viewport(size, size));
auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
ready = true;
glActiveTexture(GL_TEXTURE1);
cubemap->bind();
shader->use();
const glm::vec3 xaxs[] = {
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{1.0f, 0.0f, 0.0f},
};
const glm::vec3 yaxs[] = {
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
};
const glm::vec3 zaxs[] = {
{1.0f, 0.0f, 0.0f},
{-1.0f, 0.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
};
t *= M_PI*2.0f;
shader->uniform1i("u_quality", quality);
shader->uniform1f("u_mie", mie);
shader->uniform1f("u_fog", mie - 1.0f);
shader->uniform3f("u_lightDir", glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f)));
for (uint face = 0; face < 6; face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap->getId(), 0);
shader->uniform3f("u_xaxis", xaxs[face]);
shader->uniform3f("u_yaxis", yaxs[face]);
shader->uniform3f("u_zaxis", zaxs[face]);
mesh->draw();
}
cubemap->unbind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::bind() const {
glActiveTexture(GL_TEXTURE1);
fbo->getTexture()->bind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::unbind() const {
glActiveTexture(GL_TEXTURE1);
fbo->getTexture()->unbind();
glActiveTexture(GL_TEXTURE0);
}