4b0bc220e4
Context-specific (like per-world) timescales can also be added later
475 lines
21 KiB
C++
475 lines
21 KiB
C++
#include "StarEnvironmentPainter.hpp"
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#include "StarLexicalCast.hpp"
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#include "StarTime.hpp"
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#include "StarXXHash.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarLogging.hpp"
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#include "StarMathCommon.hpp"
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namespace Star {
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float const EnvironmentPainter::SunriseTime = 0.072f;
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float const EnvironmentPainter::SunsetTime = 0.42f;
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float const EnvironmentPainter::SunFadeRate = 0.07f;
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float const EnvironmentPainter::MaxFade = 0.3f;
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float const EnvironmentPainter::RayPerlinFrequency = 0.005f; // Arbitrary, part of using the Perlin as a PRNG
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float const EnvironmentPainter::RayPerlinAmplitude = 2;
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int const EnvironmentPainter::RayCount = 60;
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float const EnvironmentPainter::RayMinWidth = 0.8f; // % of its sector
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float const EnvironmentPainter::RayWidthVariance = 5.0265f; // % of its sector
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float const EnvironmentPainter::RayAngleVariance = 6.2832f; // Radians
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float const EnvironmentPainter::SunRadius = 50;
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float const EnvironmentPainter::RayColorDependenceLevel = 3.0f;
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float const EnvironmentPainter::RayColorDependenceScale = 0.00625f;
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float const EnvironmentPainter::RayUnscaledAlphaVariance = 2.0943f;
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float const EnvironmentPainter::RayMinUnscaledAlpha = 1;
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Vec3B const EnvironmentPainter::RayColor = Vec3B(255, 255, 200);
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EnvironmentPainter::EnvironmentPainter(RendererPtr renderer) {
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m_renderer = move(renderer);
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m_textureGroup = make_shared<AssetTextureGroup>(m_renderer->createTextureGroup(TextureGroupSize::Large));
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m_timer = 0;
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m_rayPerlin = PerlinF(1, RayPerlinFrequency, RayPerlinAmplitude, 0, 2.0f, 2.0f, Random::randu64());
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}
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void EnvironmentPainter::update(float dt) {
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// Allows the rays to change alpha with time.
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m_timer += dt;
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m_timer = std::fmod(m_timer, Constants::pi * 100000.0);
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}
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void EnvironmentPainter::renderStars(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky) {
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if (!sky.settings)
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return;
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float nightSkyAlpha = 1.0f - min(sky.dayLevel, sky.skyAlpha);
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if (nightSkyAlpha <= 0.0f)
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return;
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Vec4B color(255, 255, 255, 255 * nightSkyAlpha);
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Vec2F viewSize = screenSize / pixelRatio;
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Vec2F viewCenter = viewSize / 2;
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Vec2F viewMin = sky.starOffset - viewCenter;
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auto newStarsHash = starsHash(sky, viewSize);
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if (newStarsHash != m_starsHash) {
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m_starsHash = newStarsHash;
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setupStars(sky);
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}
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float screenBuffer = sky.settings.queryFloat("stars.screenBuffer");
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PolyF field = PolyF(RectF::withSize(viewMin, Vec2F(viewSize)).padded(screenBuffer));
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field.rotate(-sky.starRotation, Vec2F(sky.starOffset));
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Mat3F transform = Mat3F::identity();
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transform.translate(-viewMin);
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transform.rotate(sky.starRotation, viewCenter);
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int starTwinkleMin = sky.settings.queryInt("stars.twinkleMin");
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int starTwinkleMax = sky.settings.queryInt("stars.twinkleMax");
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size_t starTypesSize = sky.starTypes().size();
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auto stars = m_starGenerator->generate(field, [&](RandomSource& rand) {
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size_t starType = rand.randu32() % starTypesSize;
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float frameOffset = rand.randu32() % sky.starFrames + rand.randf(starTwinkleMin, starTwinkleMax);
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return pair<size_t, float>(starType, frameOffset);
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});
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RectF viewRect = RectF::withSize(Vec2F(), viewSize).padded(screenBuffer);
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auto& primitives = m_renderer->immediatePrimitives();
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for (auto& star : stars) {
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Vec2F screenPos = transform.transformVec2(star.first);
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if (viewRect.contains(screenPos)) {
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size_t starFrame = (size_t)(sky.epochTime + star.second.second) % sky.starFrames;
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auto const& texture = m_starTextures[star.second.first * sky.starFrames + starFrame];
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), texture, screenPos * pixelRatio - Vec2F(texture->size()) / 2, 1.0, color, 0.0f);
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}
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}
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m_renderer->flush();
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}
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void EnvironmentPainter::renderDebrisFields(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky) {
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if (!sky.settings)
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return;
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if (sky.type == SkyType::Orbital || sky.type == SkyType::Warp) {
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Vec2F viewSize = screenSize / pixelRatio;
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Vec2F viewCenter = viewSize / 2;
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Vec2F viewMin = sky.starOffset - viewCenter;
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Mat3F rotMatrix = Mat3F::rotation(sky.starRotation, viewCenter);
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JsonArray debrisFields = sky.settings.queryArray("spaceDebrisFields");
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for (size_t i = 0; i < debrisFields.size(); ++i) {
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Json debrisField = debrisFields[i];
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Vec2F spaceDebrisVelocityRange = jsonToVec2F(debrisField.query("velocityRange"));
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float debrisXVel = staticRandomFloatRange(spaceDebrisVelocityRange[0], spaceDebrisVelocityRange[1], sky.skyParameters.seed, i, "DebrisFieldXVel");
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float debrisYVel = staticRandomFloatRange(spaceDebrisVelocityRange[0], spaceDebrisVelocityRange[1], sky.skyParameters.seed, i, "DebrisFieldYVel");
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// Translate the entire field to make the debris seem as though they are moving
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Vec2F velocityOffset = -Vec2F(debrisXVel, debrisYVel) * sky.epochTime;
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JsonArray imageOptions = debrisField.query("list").toArray();
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Vec2U biggest = Vec2U();
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for (Json const& json : imageOptions) {
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TexturePtr texture = m_textureGroup->loadTexture(*json.stringPtr());
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biggest = biggest.piecewiseMax(texture->size());
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}
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float screenBuffer = ceil((float)biggest.max() * (float)Constants::sqrt2);
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PolyF field = PolyF(RectF::withSize(viewMin + velocityOffset, viewSize).padded(screenBuffer));
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Vec2F debrisAngularVelocityRange = jsonToVec2F(debrisField.query("angularVelocityRange"));
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auto debrisItems = m_debrisGenerators[i]->generate(field,
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[&](RandomSource& rand) {
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StringView debrisImage = *rand.randFrom(imageOptions).stringPtr();
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float debrisAngularVelocity = rand.randf(debrisAngularVelocityRange[0], debrisAngularVelocityRange[1]);
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return pair<StringView, float>(debrisImage, debrisAngularVelocity);
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});
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Vec2F debrisPositionOffset = viewMin + velocityOffset;
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for (auto& debrisItem : debrisItems) {
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Vec2F debrisPosition = rotMatrix.transformVec2(debrisItem.first - debrisPositionOffset);
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float debrisAngle = fmod(Constants::deg2rad * debrisItem.second.second * sky.epochTime, Constants::pi * 2) + sky.starRotation;
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drawOrbiter(pixelRatio, screenSize, sky, {SkyOrbiterType::SpaceDebris, 1.0f, debrisAngle, debrisItem.second.first, debrisPosition});
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}
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}
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m_renderer->flush();
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}
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}
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void EnvironmentPainter::renderBackOrbiters(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky) {
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for (auto const& orbiter : sky.backOrbiters(screenSize / pixelRatio))
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drawOrbiter(pixelRatio, screenSize, sky, orbiter);
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m_renderer->flush();
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}
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void EnvironmentPainter::renderPlanetHorizon(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky) {
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auto planetHorizon = sky.worldHorizon(screenSize / pixelRatio);
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if (planetHorizon.empty())
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return;
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// Can't bail sooner, need to queue all textures
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bool allLoaded = true;
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for (auto const& layer : planetHorizon.layers) {
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if (!m_textureGroup->tryTexture(layer.first) || !m_textureGroup->tryTexture(layer.second))
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allLoaded = false;
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}
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if (!allLoaded)
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return;
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float planetPixelRatio = pixelRatio * planetHorizon.scale;
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Vec2F center = planetHorizon.center * pixelRatio;
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auto& primitives = m_renderer->immediatePrimitives();
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for (auto const& layer : planetHorizon.layers) {
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TexturePtr leftTexture = m_textureGroup->loadTexture(layer.first);
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Vec2F leftTextureSize(leftTexture->size());
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TexturePtr rightTexture = m_textureGroup->loadTexture(layer.second);
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Vec2F rightTextureSize(rightTexture->size());
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Vec2F leftLayer = center;
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leftLayer[0] -= leftTextureSize[0] * planetPixelRatio;
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auto leftRect = RectF::withSize(leftLayer, leftTextureSize * planetPixelRatio);
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PolyF leftImage = PolyF(leftRect);
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leftImage.rotate(planetHorizon.rotation, center);
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auto rightRect = RectF::withSize(center, rightTextureSize * planetPixelRatio);
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PolyF rightImage = PolyF(rightRect);
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rightImage.rotate(planetHorizon.rotation, center);
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), move(leftTexture),
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leftImage[0], Vec2F(0, 0),
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leftImage[1], Vec2F(leftTextureSize[0], 0),
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leftImage[2], Vec2F(leftTextureSize[0], leftTextureSize[1]),
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leftImage[3], Vec2F(0, leftTextureSize[1]), Vec4B::filled(255), 0.0f);
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), move(rightTexture),
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rightImage[0], Vec2F(0, 0),
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rightImage[1], Vec2F(rightTextureSize[0], 0),
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rightImage[2], Vec2F(rightTextureSize[0], rightTextureSize[1]),
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rightImage[3], Vec2F(0, rightTextureSize[1]), Vec4B::filled(255), 0.0f);
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}
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m_renderer->flush();
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}
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void EnvironmentPainter::renderFrontOrbiters(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky) {
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for (auto const& orbiter : sky.frontOrbiters(screenSize / pixelRatio))
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drawOrbiter(pixelRatio, screenSize, sky, orbiter);
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m_renderer->flush();
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}
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void EnvironmentPainter::renderSky(Vec2F const& screenSize, SkyRenderData const& sky) {
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auto& primitives = m_renderer->immediatePrimitives();
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), TexturePtr(),
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RenderVertex{Vec2F(0, 0), Vec2F(), sky.bottomRectColor.toRgba(), 0.0f},
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RenderVertex{Vec2F(screenSize[0], 0), Vec2F(), sky.bottomRectColor.toRgba(), 0.0f},
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RenderVertex{screenSize, Vec2F(), sky.topRectColor.toRgba(), 0.0f},
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RenderVertex{Vec2F(0, screenSize[1]), Vec2F(), sky.topRectColor.toRgba(), 0.0f});
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// Flash overlay for Interstellar travel
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Vec4B flashColor = sky.flashColor.toRgba();
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), RectF(Vec2F(), screenSize), flashColor, 0.0f);
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m_renderer->flush();
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}
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// TODO: Fix this to work with decimal zoom levels. Currently, the clouds shake rapidly when interpolating between zoom levels.
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void EnvironmentPainter::renderParallaxLayers(
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Vec2F parallaxWorldPosition, WorldCamera const& camera, ParallaxLayers const& layers, SkyRenderData const& sky) {
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// Note: the "parallax space" referenced below is a grid where the scale of each cell is the size of the parallax image
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auto& primitives = m_renderer->immediatePrimitives();
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for (auto& layer : layers) {
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if (layer.alpha == 0)
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continue;
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Vec4B drawColor;
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if (layer.unlit || layer.lightMapped)
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drawColor = Vec4B(255, 255, 255, floor(255 * layer.alpha));
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else
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drawColor = Vec4B(sky.environmentLight.toRgb(), floor(255 * layer.alpha));
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Vec2F parallaxValue = layer.parallaxValue;
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Vec2B parallaxRepeat = layer.repeat;
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Vec2F parallaxOrigin = {0.0f, layer.verticalOrigin};
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AssetPath first = layer.textures.first();
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first.directives += layer.directives;
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Vec2F parallaxSize = Vec2F(m_textureGroup->loadTexture(first)->size());
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Vec2F parallaxPixels = parallaxSize * camera.pixelRatio();
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// texture offset in *screen pixel space*
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Vec2F parallaxOffset = layer.parallaxOffset * camera.pixelRatio();
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if (layer.speed != 0) {
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double drift = fmod((double)layer.speed * (sky.epochTime / (double)sky.dayLength) * camera.pixelRatio(), (double)parallaxPixels[0]);
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parallaxOffset[0] = fmod(parallaxOffset[0] + drift, parallaxPixels[0]);
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}
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// parallax camera world position in *parallax space*
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Vec2F parallaxCameraCenter = parallaxWorldPosition - parallaxOrigin;
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parallaxCameraCenter =
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Vec2F((((parallaxCameraCenter[0] / parallaxPixels[0]) * TilePixels) * camera.pixelRatio()) / parallaxValue[0],
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(((parallaxCameraCenter[1] / parallaxPixels[1]) * TilePixels) * camera.pixelRatio()) / parallaxValue[1]);
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// width / height of screen in *parallax space*
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float parallaxScreenWidth = camera.screenSize()[0] / parallaxPixels[0];
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float parallaxScreenHeight = camera.screenSize()[1] / parallaxPixels[1];
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// screen world position in *parallax space*
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float parallaxScreenLeft = parallaxCameraCenter[0] - parallaxScreenWidth / 2.0;
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float parallaxScreenBottom = parallaxCameraCenter[1] - parallaxScreenHeight / 2.0;
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// screen boundary world positions in *parallax space*
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Vec2F parallaxScreenOffset = parallaxOffset.piecewiseDivide(parallaxPixels);
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int left = floor(parallaxScreenLeft + parallaxScreenOffset[0]);
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int bottom = floor(parallaxScreenBottom + parallaxScreenOffset[1]);
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int right = ceil(parallaxScreenLeft + parallaxScreenWidth + parallaxScreenOffset[0]);
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int top = ceil(parallaxScreenBottom + parallaxScreenHeight + parallaxScreenOffset[1]);
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// positions to start tiling in *screen pixel space*
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float pixelLeft = (left - parallaxScreenLeft) * parallaxPixels[0] - parallaxOffset[0];
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float pixelBottom = (bottom - parallaxScreenBottom) * parallaxPixels[1] - parallaxOffset[1];
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// vertical top and bottom cutoff points in *parallax space*
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float tileLimitTop = top;
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if (layer.tileLimitTop)
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tileLimitTop = (layer.parallaxOffset[1] - layer.tileLimitTop.value()) / parallaxSize[1];
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float tileLimitBottom = bottom;
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if (layer.tileLimitBottom)
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tileLimitBottom = (layer.parallaxOffset[1] - layer.tileLimitBottom.value()) / parallaxSize[1];
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float lightMapMultiplier = (!layer.unlit && layer.lightMapped) ? 1.0f : 0.0f;
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for (int y = bottom; y <= top; ++y) {
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if (!(parallaxRepeat[1] || y == 0) || y > tileLimitTop || y + 1 < tileLimitBottom)
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continue;
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for (int x = left; x <= right; ++x) {
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if (!(parallaxRepeat[0] || x == 0))
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continue;
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float pixelTileLeft = pixelLeft + (x - left) * parallaxPixels[0];
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float pixelTileBottom = pixelBottom + (y - bottom) * parallaxPixels[1];
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Vec2F anchorPoint(pixelTileLeft, pixelTileBottom);
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RectF subImage = RectF::withSize(Vec2F(), parallaxSize);
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if (tileLimitTop != top && y + 1 > tileLimitTop)
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subImage.setYMin(parallaxSize[1] * (1.0f - fpart(tileLimitTop)));
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if (tileLimitBottom != bottom && y < tileLimitBottom)
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anchorPoint[1] += fpart(tileLimitBottom) * parallaxPixels[1];
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for (auto const& textureImage : layer.textures) {
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AssetPath withDirectives = textureImage;
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withDirectives.directives += layer.directives;
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if (auto texture = m_textureGroup->tryTexture(withDirectives)) {
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RectF drawRect = RectF::withSize(anchorPoint, subImage.size() * camera.pixelRatio());
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primitives.emplace_back(std::in_place_type_t<RenderQuad>(), move(texture),
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RenderVertex{drawRect.min(), subImage.min(), drawColor, lightMapMultiplier},
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RenderVertex{{drawRect.xMax(), drawRect.yMin()}, {subImage.xMax(), subImage.yMin()}, drawColor, lightMapMultiplier},
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RenderVertex{drawRect.max(), subImage.max(), drawColor, lightMapMultiplier},
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RenderVertex{{drawRect.xMin(), drawRect.yMax()}, {subImage.xMin(), subImage.yMax()}, drawColor, lightMapMultiplier});
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}
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}
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}
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}
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}
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m_renderer->flush();
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}
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void EnvironmentPainter::cleanup(int64_t textureTimeout) {
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m_textureGroup->cleanup(textureTimeout);
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}
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void EnvironmentPainter::drawRays(
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float pixelRatio, SkyRenderData const& sky, Vec2F start, float length, double time, float alpha) {
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// All magic constants are either 2PI or arbritrary to allow the Perlin to act
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// as a PRNG
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float sectorWidth = 2 * Constants::pi / RayCount; // Radians
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Vec3B color = sky.topRectColor.toRgb();
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for (int i = 0; i < RayCount; i++)
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drawRay(pixelRatio,
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sky,
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start,
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sectorWidth * (std::abs(m_rayPerlin.get(i * 25)) * RayWidthVariance + RayMinWidth),
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length,
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i * sectorWidth + m_rayPerlin.get(i * 314) * RayAngleVariance,
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time,
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color,
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alpha);
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m_renderer->flush();
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}
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void EnvironmentPainter::drawRay(float pixelRatio,
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SkyRenderData const& sky,
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Vec2F start,
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float width,
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float length,
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float angle,
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double time,
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Vec3B color,
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float alpha) {
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// All magic constants are arbritrary to allow the Perlin to act as a PRNG
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float currentTime = sky.timeOfDay / sky.dayLength;
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float timeSinceSunEvent = std::min(std::abs(currentTime - SunriseTime), std::abs(currentTime - SunsetTime));
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float percentFaded = MaxFade * (1.0f - std::min(1.0f, std::pow(timeSinceSunEvent / SunFadeRate, 2.0f)));
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// Gets the current average sky color
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color = (Vec3B)((Vec3F)color * (1 - percentFaded) + (Vec3F)sky.mainSkyColor.toRgb() * percentFaded);
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// Sum is used to vary the ray intensity based on sky color
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// Rays show up more on darker backgrounds, so this scales to remove that
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float sum = std::pow((color[0] + color[1]) * RayColorDependenceScale, RayColorDependenceLevel);
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m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t<RenderQuad>(), TexturePtr(),
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RenderVertex{start + Vec2F(std::cos(angle + width), std::sin(angle + width)) * length, {}, Vec4B(RayColor, 0), 0.0f},
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RenderVertex{start + Vec2F(std::cos(angle + width), std::sin(angle + width)) * SunRadius * pixelRatio,
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{},
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Vec4B(RayColor,
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(int)(RayMinUnscaledAlpha + std::abs(m_rayPerlin.get(angle * 896 + time * 30) * RayUnscaledAlphaVariance))
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* sum
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* alpha), 0.0f},
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RenderVertex{start + Vec2F(std::cos(angle), std::sin(angle)) * SunRadius * pixelRatio,
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{},
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Vec4B(RayColor,
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(int)(RayMinUnscaledAlpha + std::abs(m_rayPerlin.get(angle * 626 + time * 30) * RayUnscaledAlphaVariance))
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* sum
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* alpha), 0.0f},
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RenderVertex{start + Vec2F(std::cos(angle), std::sin(angle)) * length, {}, Vec4B(RayColor, 0), 0.0f});
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}
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void EnvironmentPainter::drawOrbiter(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky, SkyOrbiter const& orbiter) {
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float alpha = 1.0f;
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Vec2F position;
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// The way Starbound positions these is weird.
|
|
// It's a random point on a 400 by 400 area from the bottom left of the screen.
|
|
// That origin point is then multiplied by the zoom level.
|
|
// This does not intuitively scale with higher-resolution monitors, so lets fix that.
|
|
if (orbiter.type == SkyOrbiterType::Moon) {
|
|
const Vec2F correctionOrigin = { 320, 180 };
|
|
// correctionOrigin is 1920x1080 / default zoom level / 2, the most likely dev setup at the time.
|
|
Vec2F offset = orbiter.position - correctionOrigin;
|
|
position = (screenSize / 2) + offset * pixelRatio;
|
|
}
|
|
else
|
|
position = orbiter.position * pixelRatio;
|
|
|
|
if (orbiter.type == SkyOrbiterType::Sun) {
|
|
alpha = sky.dayLevel;
|
|
drawRays(pixelRatio, sky, position, std::max(screenSize[0], screenSize[1]), m_timer, sky.skyAlpha);
|
|
}
|
|
|
|
TexturePtr texture = m_textureGroup->loadTexture(orbiter.image);
|
|
Vec2F texSize = Vec2F(texture->size());
|
|
|
|
Mat3F renderMatrix = Mat3F::rotation(orbiter.angle, position);
|
|
RectF renderRect = RectF::withCenter(position, texSize * orbiter.scale * pixelRatio);
|
|
Vec4B renderColor = Vec4B(255, 255, 255, 255 * alpha);
|
|
|
|
m_renderer->immediatePrimitives().emplace_back(std::in_place_type_t<RenderQuad>(), move(texture),
|
|
renderMatrix.transformVec2(renderRect.min()), Vec2F(0, 0),
|
|
renderMatrix.transformVec2(Vec2F{renderRect.xMax(), renderRect.yMin()}), Vec2F(texSize[0], 0),
|
|
renderMatrix.transformVec2(renderRect.max()), Vec2F(texSize[0], texSize[1]),
|
|
renderMatrix.transformVec2(Vec2F{renderRect.xMin(), renderRect.yMax()}), Vec2F(0, texSize[1]),
|
|
renderColor, 0.0f);
|
|
}
|
|
|
|
uint64_t EnvironmentPainter::starsHash(SkyRenderData const& sky, Vec2F const& viewSize) const {
|
|
XXHash64 hasher;
|
|
|
|
hasher.push(reinterpret_cast<char const*>(&viewSize[0]), sizeof(viewSize[0]));
|
|
hasher.push(reinterpret_cast<char const*>(&viewSize[1]), sizeof(viewSize[1]));
|
|
hasher.push(reinterpret_cast<char const*>(&sky.skyParameters.seed), sizeof(sky.skyParameters.seed));
|
|
hasher.push(reinterpret_cast<char const*>(&sky.type), sizeof(sky.type));
|
|
|
|
return hasher.digest();
|
|
}
|
|
|
|
void EnvironmentPainter::setupStars(SkyRenderData const& sky) {
|
|
if (!sky.settings)
|
|
return;
|
|
|
|
StringList starTypes = sky.starTypes();
|
|
size_t starTypesSize = starTypes.size();
|
|
|
|
m_starTextures.resize(starTypesSize * sky.starFrames);
|
|
for (size_t i = 0; i < starTypesSize; ++i) {
|
|
for (size_t j = 0; j < sky.starFrames; ++j)
|
|
m_starTextures[i * sky.starFrames + j] = m_textureGroup->loadTexture(starTypes[i] + ":" + toString(j));
|
|
}
|
|
|
|
int starCellSize = sky.settings.queryInt("stars.cellSize");
|
|
Vec2I starCount = jsonToVec2I(sky.settings.query("stars.cellCount"));
|
|
|
|
m_starGenerator = make_shared<Random2dPointGenerator<pair<size_t, float>>>(sky.skyParameters.seed, starCellSize, starCount);
|
|
|
|
JsonArray debrisFields = sky.settings.queryArray("spaceDebrisFields");
|
|
m_debrisGenerators.resize(debrisFields.size());
|
|
for (size_t i = 0; i < debrisFields.size(); ++i) {
|
|
int debrisCellSize = debrisFields[i].getInt("cellSize");
|
|
Vec2I debrisCountRange = jsonToVec2I(debrisFields[i].get("cellCountRange"));
|
|
uint64_t debrisSeed = staticRandomU64(sky.skyParameters.seed, i, "DebrisFieldSeed");
|
|
m_debrisGenerators[i] = make_shared<Random2dPointGenerator<pair<String, float>>>(debrisSeed, debrisCellSize, debrisCountRange);
|
|
}
|
|
}
|
|
|
|
}
|