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91 lines
3.2 KiB
91 lines
3.2 KiB
/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include "nvmath/nvmath.h"
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#include <cstdint> // so uint32_t is available for device_host.h below
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#include "shaders/dh_sky.h"
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#include "shaders/dh_lighting.h"
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#include "vulkan/vulkan_core.h"
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#include "nvvk/resourceallocator_vk.hpp"
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#include "nvvk/debug_util_vk.hpp"
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//////////////////////////////////////////////////////////////////////////
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namespace nvvk {
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class Context;
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}
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namespace nvvkhl {
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struct SkyParameters
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{
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vec3 skyColor{0.17F, 0.37F, 0.65F};
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vec3 horizonColor{0.50F, 0.70F, 0.92F};
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vec3 groundColor{0.62F, 0.59F, 0.55F};
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vec3 directionUp{0.F, 1.F, 0.F};
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float brightness = 0.3F; // scaler for sky brightness
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float horizonSize = 30.F; // +/- degrees
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float glowSize = 5.F; // degrees, starting from the edge of the light disk
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float glowIntensity = 0.1F; // [0-1] relative to light intensity
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float glowSharpness = 4.F; // [1-10] is the glow power exponent
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float maxLightRadiance = 100.F; // clamp for light radiance derived from its angular size, 0 = no clamp
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// Sun
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float angularSize = nv_to_rad * 0.53F;
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float intensity = 1.0F;
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vec3 direction = nvmath::normalize(vec3{0.0F, -.7F, -.7F});
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vec3 color = {1.0F, 1.0F, 1.0F};
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};
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class SkyDome
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{
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public:
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SkyDome(nvvk::Context* ctx, nvvk::ResourceAllocator* allocator);
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void setup(const VkDevice& device, nvvk::ResourceAllocator* allocator);
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void setOutImage(const VkDescriptorImageInfo& outimage);
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void draw(const VkCommandBuffer& cmd, const nvmath::mat4f& view, const nvmath::mat4f& proj, const VkExtent2D& size);
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void destroy();
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void updateParameterBuffer(VkCommandBuffer cmd) const;
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bool onUI();
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Light getSun() const;
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VkDescriptorSetLayout getDescriptorSetLayout() const { return m_skyDLayout; };
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VkDescriptorSet getDescriptorSet() const { return m_skyDSet; };
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SkyParameters& skyParams() { return m_skyParams; }
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private:
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// Resources
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VkDevice m_device{VK_NULL_HANDLE};
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nvvk::ResourceAllocator* m_alloc{nullptr};
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nvvk::DebugUtil m_debug;
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// To draw the Sky in image
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VkDescriptorSet m_skyDSet{VK_NULL_HANDLE};
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VkDescriptorSetLayout m_skyDLayout{VK_NULL_HANDLE};
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VkDescriptorPool m_skyDPool{VK_NULL_HANDLE};
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VkPipeline m_skyPipeline{VK_NULL_HANDLE};
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VkPipelineLayout m_skyPipelineLayout{VK_NULL_HANDLE};
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nvvk::Buffer m_skyInfoBuf; // Device-Host of Sky Params
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SkyParameters m_skyParams{};
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};
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} // namespace nvvkhl
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