dragonblocks_alpha/src/client/sky.c

174 lines
4.7 KiB
C

#include <stdio.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include "client/camera.h"
#include "client/client.h"
#include "client/cube.h"
#include "client/opengl.h"
#include "client/mesh.h"
#include "client/shader.h"
#include "client/sky.h"
#include "client/texture.h"
#include "client/window.h"
#include "common/day.h"
static GLuint sun_prog;
static GLint sun_loc_MVP;
static GLuint sun_texture;
typedef struct {
v3f32 position;
v2f32 textureCoordinates;
} __attribute__((packed)) SunVertex;
static Mesh sun_mesh = {
.layout = &(VertexLayout) {
.attributes = (VertexAttribute[]) {
{GL_FLOAT, 3, sizeof(v3f32)}, // position
{GL_FLOAT, 2, sizeof(v2f32)}, // textureCoordinates
},
.count = 2,
.size = sizeof(SunVertex),
},
.vao = 0,
.vbo = 0,
.data = (SunVertex[]) {
{{-0.5, -0.5, +0.0}, {+0.0, +0.0}},
{{+0.5, -0.5, +0.0}, {+1.0, +0.0}},
{{+0.5, +0.5, +0.0}, {+1.0, +1.0}},
{{+0.5, +0.5, +0.0}, {+1.0, +1.0}},
{{-0.5, +0.5, +0.0}, {+0.0, +1.0}},
{{-0.5, -0.5, +0.0}, {+0.0, +0.0}},
},
.count = 6,
.free_data = false,
};
static GLuint skybox_prog;
static GLint skybox_loc_VP;
static GLint skybox_loc_daylight;
static GLuint skybox_texture_day;
static GLuint skybox_texture_night;
typedef struct {
v3f32 position;
} __attribute__((packed)) SkyboxVertex;
static Mesh skybox_mesh = {
.layout = &(VertexLayout) {
.attributes = (VertexAttribute[]) {
{GL_FLOAT, 3, sizeof(v3f32)}, // position
},
.count = 1,
.size = sizeof(SkyboxVertex),
},
.vao = 0,
.vbo = 0,
.data = NULL,
.count = 36,
.free_data = false,
};
static GLuint clouds_prog;
static GLint clouds_loc_VP;
static GLint clouds_loc_daylight;
static Mesh clouds_mesh;
void sky_init()
{
clouds_mesh = skybox_mesh;
SkyboxVertex skybox_vertices[6][6], clouds_vertices[6][6];
for (int f = 0; f < 6; f++) {
for (int v = 0; v < 6; v++) {
skybox_vertices[f][v].position =
clouds_vertices[f][v].position =
cube_vertices[f][v].position;
clouds_vertices[f][v].position.y = fmax(clouds_vertices[f][v].position.y, 0.0);
}
}
// skybox
skybox_prog = shader_program_create(ASSET_PATH "shaders/sky/skybox", NULL);
glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1}); GL_DEBUG
skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP"); GL_DEBUG
skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight"); GL_DEBUG
skybox_texture_day = texture_load_cubemap(ASSET_PATH "textures/skybox/day", true)->txo;
skybox_texture_night = texture_load_cubemap(ASSET_PATH "textures/skybox/night", true)->txo;
skybox_mesh.data = skybox_vertices;
mesh_upload(&skybox_mesh);
// sun
sun_prog = shader_program_create(ASSET_PATH "shaders/sky/sun", NULL);
sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP"); GL_DEBUG
sun_texture = texture_load(ASSET_PATH "textures/sun.png", false)->txo;
// clouds
clouds_prog = shader_program_create(ASSET_PATH "shaders/sky/clouds", NULL);
clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP"); GL_DEBUG
clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight"); GL_DEBUG
clouds_mesh.data = clouds_vertices;
mesh_upload(&clouds_mesh);
}
void sky_deinit()
{
glDeleteProgram(sun_prog); GL_DEBUG
mesh_destroy(&sun_mesh);
glDeleteProgram(skybox_prog); GL_DEBUG
mesh_destroy(&skybox_mesh);
glDeleteProgram(clouds_prog); GL_DEBUG
mesh_destroy(&clouds_mesh);
}
void sky_render()
{
f64 daylight = get_daylight();
f64 sun_angle = get_sun_angle();
vec3 sun_pos = {0.0f, cos(sun_angle), sin(sun_angle)};
vec3_norm(sun_pos, sun_pos);
vec3_scale(sun_pos, sun_pos, 5.0f);
mat4x4 model;
mat4x4_translate(model, sun_pos[0], sun_pos[1], sun_pos[2]);
mat4x4_rotate(model, model, 1.0f, 0.0f, 0.0f, sun_angle + M_PI / 2.0f);
mat4x4 view;
mat4x4_dup(view, camera.view);
view[3][0] = 0.0f;
view[3][1] = 0.0f;
view[3][2] = 0.0f;
mat4x4 vp;
mat4x4_mul(vp, window.projection, view);
mat4x4 mvp;
mat4x4_mul(mvp, vp, model);
glDisable(GL_CULL_FACE); GL_DEBUG
glDepthFunc(GL_LEQUAL); GL_DEBUG
glUseProgram(skybox_prog); GL_DEBUG
glUniformMatrix4fv(skybox_loc_VP, 1, GL_FALSE, vp[0]); GL_DEBUG
glUniform1f(skybox_loc_daylight, daylight); GL_DEBUG
glBindTextureUnit(0, skybox_texture_day); GL_DEBUG
glBindTextureUnit(1, skybox_texture_night); GL_DEBUG
mesh_render(&skybox_mesh);
glUseProgram(sun_prog); GL_DEBUG
glUniformMatrix4fv(sun_loc_MVP, 1, GL_FALSE, mvp[0]); GL_DEBUG
glBindTextureUnit(0, sun_texture); GL_DEBUG
mesh_render(&sun_mesh);
glUseProgram(clouds_prog); GL_DEBUG
glUniformMatrix4fv(clouds_loc_VP, 1, GL_FALSE, vp[0]); GL_DEBUG
glUniform1f(clouds_loc_daylight, daylight); GL_DEBUG
glBindTextureUnit(0, skybox_texture_day); GL_DEBUG
mesh_render(&clouds_mesh);
glDepthFunc(GL_LESS); GL_DEBUG
glEnable(GL_CULL_FACE); GL_DEBUG
}