+}
+
+void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
+ if (e.button == SDL_BUTTON_LEFT) {
+ glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
+ math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
+
+ shown_creature = nullptr;
+ double closest_dist = std::numeric_limits<double>::infinity();
+ for (creature::Creature *c : sim.LiveCreatures()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, c->CollisionBounds(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
+ && dist < closest_dist) {
+ shown_creature = c;
+ closest_dist = dist;
+ }
+ }
+
+ shown_body = nullptr;
+ for (world::Body *b : sim.Bodies()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
+ shown_creature = nullptr;
+ shown_body = b;
+ closest_dist = dist;
+ }
+ }
+
+ if (shown_creature) {
+ Show(*shown_creature);
+ } else if (shown_body) {
+ Show(*shown_body);
+ } else {
+ cp.Hide();
+ bp.Hide();
+ }
+ } else if (e.button == SDL_BUTTON_RIGHT) {
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+ cam_dragging = false;
+ }
+}
+
+void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
+ constexpr double pitch_scale = PI * 0.001;
+ constexpr double yaw_scale = PI * 0.002;
+ if (cam_dragging) {
+ cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, shown_creature ? 0.0 : PI * -0.499, PI * 0.499);
+ cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
+ }
+}
+
+void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
+ constexpr double roll_scale = PI * 0.0625;
+ constexpr double zoom_scale = -1.0;
+ constexpr double zoom_base = 1.125;
+ cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
+ cam_dist = std::max(0.125, cam_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+}
+
+void MasterState::OnRender(graphics::Viewport &viewport) {
+ cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetV(cam.View());
+ assets.shaders.sky_box.Activate();
+ assets.shaders.sky_box.SetV(cam.View() * cam.Universe());
+ assets.shaders.sun_surface.Activate();
+ assets.shaders.sun_surface.SetV(cam.View());
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetV(cam.View());