mirror of https://github.com/auygun/kaliber.git
73 lines
1.8 KiB
C++
73 lines
1.8 KiB
C++
#include "sky_quad.h"
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#include "../base/interpolation.h"
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#include "../base/log.h"
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#include "../base/random.h"
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#include "../engine/engine.h"
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#include "../engine/renderer/geometry.h"
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#include "../engine/renderer/shader.h"
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#include "../engine/shader_source.h"
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using namespace base;
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using namespace eng;
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SkyQuad::SkyQuad()
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: shader_(Engine::Get().CreateRenderResource<Shader>()),
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sky_offset_{
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0, Lerp(0.0f, 10.0f, Engine::Get().GetRandomGenerator().GetFloat())} {
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last_sky_offset_ = sky_offset_;
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}
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SkyQuad::~SkyQuad() = default;
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bool SkyQuad::Create() {
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Engine& engine = Engine::Get();
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auto source = std::make_unique<ShaderSource>();
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if (!source->Load("sky.glsl"))
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return false;
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shader_->Create(std::move(source), engine.GetQuad()->vertex_description(),
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Engine::Get().GetQuad()->primitive());
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scale_ = engine.GetScreenSize();
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color_animator_.Attach(this);
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SetVisible(true);
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return true;
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}
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void SkyQuad::Update(float delta_time) {
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last_sky_offset_ = sky_offset_;
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sky_offset_ += {0, delta_time * speed_};
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}
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void SkyQuad::Draw(float frame_frac) {
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Vector2 sky_offset = Lerp(last_sky_offset_, sky_offset_, frame_frac);
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shader_->Activate();
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shader_->SetUniform("scale", scale_);
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shader_->SetUniform("projection", Engine::Get().GetProjectionMatrix());
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shader_->SetUniform("sky_offset", sky_offset);
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shader_->SetUniform("nebula_color",
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{nebula_color_.x, nebula_color_.y, nebula_color_.z});
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shader_->UploadUniforms();
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Engine::Get().GetQuad()->Draw();
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}
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void SkyQuad::ContextLost() {
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Create();
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}
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void SkyQuad::SwitchColor(const Vector4& color) {
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color_animator_.SetBlending(color, 5,
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std::bind(SmoothStep, std::placeholders::_1));
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color_animator_.Play(Animator::kBlending, false);
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}
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void SkyQuad::SetSpeed(float speed) {
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speed_ = speed;
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}
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