#pragma once #include "StarParallax.hpp" #include "StarWorldRenderData.hpp" #include "StarAssetTextureGroup.hpp" #include "StarRenderer.hpp" #include "StarWorldCamera.hpp" #include "StarPerlin.hpp" #include "StarRandomPoint.hpp" namespace Star { STAR_CLASS(EnvironmentPainter); class EnvironmentPainter { public: EnvironmentPainter(RendererPtr renderer); void update(float dt); void renderStars(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky); void renderDebrisFields(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky); void renderBackOrbiters(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky); void renderPlanetHorizon(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky); void renderFrontOrbiters(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky); void renderSky(Vec2F const& screenSize, SkyRenderData const& sky); void renderParallaxLayers(Vec2F parallaxWorldPosition, WorldCamera const& camera, ParallaxLayers const& layers, SkyRenderData const& sky); void cleanup(int64_t textureTimeout); private: static float const SunriseTime; static float const SunsetTime; static float const SunFadeRate; static float const MaxFade; static float const RayPerlinFrequency; static float const RayPerlinAmplitude; static int const RayCount; static float const RayMinWidth; static float const RayWidthVariance; static float const RayAngleVariance; static float const SunRadius; static float const RayColorDependenceLevel; static float const RayColorDependenceScale; static float const RayUnscaledAlphaVariance; static float const RayMinUnscaledAlpha; static Vec3B const RayColor; void drawRays(float pixelRatio, SkyRenderData const& sky, Vec2F start, float length, double time, float alpha); void drawRay(float pixelRatio, SkyRenderData const& sky, Vec2F start, float width, float length, float angle, double time, Vec3B color, float alpha); void drawOrbiter(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky, SkyOrbiter const& orbiter); uint64_t starsHash(SkyRenderData const& sky, Vec2F const& viewSize) const; void setupStars(SkyRenderData const& sky); RendererPtr m_renderer; AssetTextureGroupPtr m_textureGroup; double m_timer; PerlinF m_rayPerlin; uint64_t m_starsHash{}; List m_starTextures; shared_ptr>> m_starGenerator; List, double>>> m_debrisGenerators; }; }