]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
basic needs
[blobs.git] / src / app / states.cpp
index 67c073a0d5292b5c6548b0c04044d810f6e5d817..d344e875ae413824e22ba71b9812a536b0dc89db 100644 (file)
@@ -1,7 +1,10 @@
 #include "MasterState.hpp"
 
+#include "../creature/Creature.hpp"
 #include "../world/Body.hpp"
+#include "../world/Planet.hpp"
 #include "../world/Simulation.hpp"
+#include "../world/Sun.hpp"
 
 #include <glm/gtx/transform.hpp>
 
@@ -13,17 +16,10 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
 : State()
 , assets(assets)
 , sim(sim)
-, reference(&sim.Root())
-, cam()
+, cam(sim.Root())
 , remain(0)
 , thirds(0)
 , paused(false) {
-       // sunset view: standing in the center of surface 0 (+Z), looking west (-X)
-       //cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(-1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f)));
-       // sunrise view: standing in the center of surface 0 (+Z), looking east (+X)
-       cam.View(glm::lookAt(glm::vec3(0.0f, 0.0f, 5.6f), glm::vec3(1.0f, 0.0f, 5.6f), glm::vec3(0.0f, 0.0f, 1.0f)));
-       // far out, looking at planet
-       //cam.View(glm::lookAt(glm::vec3(10.0f, 10.0f, 50.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)));
 }
 
 MasterState::~MasterState() noexcept {
@@ -61,22 +57,65 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
 }
 
 void MasterState::OnRender(graphics::Viewport &viewport) {
-       glm::dmat4 ppos = reference->InverseTransform() * reference->ToParent();
-       assets.shaders.planet_surface.Activate();
-       assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
 
-       assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection());
-       assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f);
-       reference->Draw(assets, viewport);
+       int num_lights = 0;
+       for (auto sun : sim.Suns()) {
+               // TODO: source sun's light color and strength
+               glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
+               glm::vec3 col(1.0f, 1.0f, 1.0f);
+               float str = 1.0e6f;
+               assets.shaders.planet_surface.Activate();
+               assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+               assets.shaders.creature_skin.Activate();
+               assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
+               ++num_lights;
+               if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+                       break;
+               }
+       }
+       for (auto planet : sim.Planets()) {
+               // TODO: indirect light from planets, calculate strength and get color somehow
+               glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
+               glm::vec3 col(1.0f, 1.0f, 1.0f);
+               float str = 10.0f;
+               assets.shaders.planet_surface.Activate();
+               assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+               assets.shaders.creature_skin.Activate();
+               assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
+               ++num_lights;
+               if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+                       break;
+               }
+       }
+       assets.shaders.planet_surface.Activate();
+       assets.shaders.planet_surface.SetNumLights(num_lights);
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetNumLights(num_lights);
 
-       world::Body *child = reference->Children()[0];
-       assets.shaders.planet_surface.SetMVP(reference->InverseTransform() * child->FromParent() * child->LocalTransform(), cam.View(), cam.Projection());
-       child->Draw(assets, viewport);
+       assets.shaders.planet_surface.Activate();
+       assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
+       for (auto planet : sim.Planets()) {
+               assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());
+               planet->Draw(assets, viewport);
+       }
 
        assets.shaders.sun_surface.Activate();
-       assets.shaders.sun_surface.SetMVP(ppos * reference->Parent().LocalTransform(), cam.View(), cam.Projection());
-       assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 2.0e4f);
-       assets.shaders.sun_surface.Draw();
+       for (auto sun : sim.Suns()) {
+               double sun_radius = sun->Radius();
+               assets.shaders.sun_surface.SetMVP(
+                       cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)),
+                       cam.View(), cam.Projection());
+               assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
+               assets.shaders.sun_surface.Draw();
+       }
+
+       assets.shaders.creature_skin.Activate();
+       assets.shaders.creature_skin.SetTexture(assets.textures.skins);
+       // TODO: extend to nearby bodies as well
+       for (auto c : cam.Reference().Creatures()) {
+               assets.shaders.creature_skin.SetMVP(cam.Model(c->GetBody()) * glm::mat4(c->LocalTransform()), cam.View(), cam.Projection());
+               c->Draw(assets, viewport);
+       }
 }
 
 }