#include "sky_quad.h" #include "../base/interpolation.h" #include "../base/log.h" #include "../base/random.h" #include "../engine/engine.h" #include "../engine/renderer/geometry.h" #include "../engine/renderer/shader.h" #include "../engine/shader_source.h" using namespace base; using namespace eng; SkyQuad::SkyQuad() : shader_(Engine::Get().CreateRenderResource()), sky_offset_{ 0, Lerp(0.0f, 10.0f, Engine::Get().GetRandomGenerator().GetFloat())} { } SkyQuad::~SkyQuad() = default; bool SkyQuad::Create() { Engine& engine = Engine::Get(); auto sky_source = engine.GetAsset("sky.glsl"); if (!sky_source) return false; shader_->Create(sky_source, engine.GetQuad()->vertex_description()); scale_ = engine.GetScreenSize(); color_animator_.Attach(this); return true; } void SkyQuad::Update(float delta_time) { sky_offset_ += {0, delta_time * 0.04f}; color_animator_.Update(delta_time); } void SkyQuad::Draw(float frame_frac) { Vector2 sky_offset = Lerp(last_sky_offset_, sky_offset_, frame_frac); shader_->Activate(); shader_->SetUniform("scale", scale_); shader_->SetUniform("projection", Engine::Get().GetProjectionMarix()); shader_->SetUniform("sky_offset", sky_offset); shader_->SetUniform("nebula_color", {nebula_color_.x, nebula_color_.y, nebula_color_.z}); Engine::Get().GetQuad()->Draw(); last_sky_offset_ = sky_offset_; } void SkyQuad::ContextLost() { Create(); } void SkyQuad::SwitchColor(const Vector4& color) { color_animator_.SetBlending(color, 5, std::bind(SmoothStep, std::placeholders::_1)); color_animator_.Play(Animator::kBlending, false); }