X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Feffects%2Fsky.h;h=7d8933d4a65f4a6facbb7799fbb99f59293bc6bb;hb=190a7e11237351f6b730c28f7b16f183e8adc69c;hp=5f84c861689249bc0533d1772be61f2e401473b0;hpb=a266f0f915827b20591f6244ccc36129e844f408;p=libs%2Fgl.git diff --git a/source/effects/sky.h b/source/effects/sky.h index 5f84c861..7d8933d4 100644 --- a/source/effects/sky.h +++ b/source/effects/sky.h @@ -2,21 +2,25 @@ #define MSP_GL_SKY_H_ #include "effect.h" -#include "framebuffer.h" #include "programdata.h" #include "rendertarget.h" namespace Msp { namespace GL { +class DirectionalLight; class Mesh; -class Light; class Program; /** -Renders a procedurally generated sky at the background. Based on the paper -"A Scalable and Production Ready Sky and Atmosphere Rendering Technique" by -Sébastien Hillaire (https://sebh.github.io/publications/egsr2020.pdf). +Renders a procedurally generated sky at the background. + +In addition to the background, the transmittance of the sun light is calculated +to produce realistic lighting at dawn and dusk. + +Based on the techniques described in "A Scalable and Production Ready Sky and +Atmosphere Rendering Technique" by Sébastien Hillaire +(https://sebh.github.io/publications/egsr2020.pdf). */ class Sky: public Effect { @@ -40,9 +44,27 @@ public: static Planet earth(); }; + struct Template: Effect::Template + { + class Loader: public DataFile::DerivedObjectLoader + { + private: + static ActionMap shared_actions; + + public: + Loader(Template &, Collection &); + private: + virtual void init_actions(); + }; + + DirectionalLight *sun = 0; + + virtual Sky *create(const std::map &) const; + }; + private: Planet planet; - Light &sun; + DirectionalLight &sun; RenderTarget transmittance_lookup; const Program &transmittance_shprog; bool transmittance_lookup_dirty; @@ -57,7 +79,7 @@ private: bool rendered; public: - Sky(Renderable &, Light &); + Sky(Renderable &, DirectionalLight &); void set_planet(const Planet &); void set_view_height(float); @@ -67,6 +89,8 @@ public: virtual void setup_frame(Renderer &); virtual void finish_frame(); virtual void render(Renderer &, Tag = Tag()) const; + + virtual void set_debug_name(const std::string &); }; } // namespace GL