test: day-night simulation
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43
src/main.cpp
43
src/main.cpp
@ -33,12 +33,6 @@ public:
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m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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m_registry.emplace<mesh>(lght, std::unique_ptr<Object>(lightObj));
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Object* light2Obj = Object::LoadFile("./assets/sphere.obj");
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const auto lght2 = m_registry.create();
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m_registry.emplace<transform>(lght2, glm::vec3(-5.f, 5.f, -5.f), glm::vec3(0.f));
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m_registry.emplace<light>(lght2, light::LightType::DIRECTIONAL, glm::vec3(1.f, 0.5f, 0.2f), 1.5f);
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m_registry.emplace<mesh>(lght2, std::unique_ptr<Object>(light2Obj));
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const auto cameraEntity = m_registry.create();
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m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
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m_registry.emplace<camera>(cameraEntity);
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@ -137,6 +131,40 @@ public:
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}
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}
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// ---- Day-night simulation ----
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m_dayTime += deltaTime;
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if (m_dayTime > m_dayLength)
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m_dayTime -= m_dayLength; // loop every "day"
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float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
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float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
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// Compute sun direction (rotating around X axis)
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// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
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glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
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// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
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float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
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intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
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// Optional: tint color (warm at sunrise/sunset)
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glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
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glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
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float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
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glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
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// Update the directional light in the registry
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auto lightsView = m_registry.view<light, transform>();
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for (auto [entity, l, t] : lightsView.each()) {
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if (l.type == light::LightType::DIRECTIONAL) {
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// "position" for directional light often stores direction vector
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// If your system instead uses transform.rotation, adjust accordingly
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t.position = sunDir * 15.f; // use this as light direction
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l.color = sunColor;
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l.intensity = intensity;
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}
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}
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// auto rotateEntts = m_registry.view<transform, const mesh>();
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// for (auto [entity, transform, mesh] : rotateEntts.each()) {
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// // auto targetTransform = rotateEntts.get<transform>(entity);
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@ -167,6 +195,9 @@ private:
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float m_angle;
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Uint64 m_lastTicks;
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float m_dayTime = 0.0f; // accumulates time for day-night cycle
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float m_dayLength = 60.0f; // seconds per full day cycle
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bool m_paused = false;
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float m_yaw = -90.0f; // looking along -Z initially
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@ -99,9 +99,9 @@ void Renderer::RenderScene(entt::registry& registry, Shader &shader) {
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}
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if (registry.all_of<light>(entity)) {
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auto &comp = registry.get<light>(entity);
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auto &l = registry.get<light>(entity);
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shader.setBool("isLight", true);
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shader.setVec3("currentLightColor", comp.color);
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shader.setVec3("currentLightColor", l.color);
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} else {
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shader.setBool("isLight", false);
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shader.setVec3("currentLightColor", glm::vec3(0.f));
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@ -160,7 +160,7 @@ void Renderer::Render(entt::registry& registry) {
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// TODO: support other light types when ready
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if (l.type != light::LightType::DIRECTIONAL) return;
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float near_plane = 0.1f, far_plane = 50.0f;
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