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#include "sky_model.h"
#include "../webgl_context.h"
#include "../mathlib.h"
#include "../shaders/sky_vert.h"
#include "../shaders/sky_frag.h"
SkyModel::SkyModel() {}
SkyModel::~SkyModel() { unload(); }
void SkyModel::load(WebglContext* inContext) {
context = inContext;
shader = loadShader(shader_sky_vert, shader_sky_frag);
useShader(shader);
attributes.position = getShaderAttribute(shader, "position");
uniforms.time = getShaderUniform(shader, "time");
uniforms.horizon = getShaderUniform(shader, "horizon");
// Full-screen quad in clip space (two triangles).
Vector2 verts[6] = {
Vector2(-1.f, -1.f), Vector2(1.f, -1.f), Vector2(-1.f, 1.f),
Vector2(-1.f, 1.f), Vector2(1.f, -1.f), Vector2( 1.f, 1.f)
};
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(attributes.position);
glVertexAttribPointer(attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (GLvoid*)0);
glBindVertexArray(0);
}
void SkyModel::update(f32 dtSeconds) {
elapsedTime += dtSeconds;
}
void SkyModel::render() {
useShader(shader);
// Background: paint every pixel first, without touching the depth buffer so
// it can neither reject nor be rejected by the sun/water drawn afterward.
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
setShaderFloat(uniforms.time, elapsedTime);
setShaderFloat(uniforms.horizon, horizon);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void SkyModel::unload() {
if (vao) { glDeleteVertexArrays(1, &vao); vao = 0; }
if (vbo) { glDeleteBuffers(1, &vbo); vbo = 0; }
if (shader) { glDeleteProgram(shader); shader = 0; }
}
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