X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=8af5a8515815db212e2c646d5e57fa3ad1ab4f8c;hb=38db9a31695abef65ebc421f120a05219132b15f;hp=b9fc57a4c3c15ea179d4a83b34490c513c34ecc7;hpb=cacc0641e5174d8b46e7a7086be6a45c87ab3642;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index b9fc57a..8af5a85 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -1,12 +1,22 @@ #include "MasterState.hpp" +#include "Application.hpp" +#include "../creature/Creature.hpp" +#include "../graphics/Viewport.hpp" +#include "../math/const.hpp" #include "../world/Body.hpp" #include "../world/Planet.hpp" #include "../world/Simulation.hpp" #include "../world/Sun.hpp" +#include +#include +#include #include +#include +#include + namespace blobs { namespace app { @@ -15,33 +25,142 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept : State() , assets(assets) , sim(sim) -, cam(sim.Root()) +, cam(**sim.Suns().begin()) +, cam_pos(0.0, 0.0, 1.0) +, cam_tgt_pos(0.0, 0.0, 1.0) +, cam_focus(0.0) +, cam_tgt_focus(0.0) +, cam_up(0.0, 1.0, 0.0) +, cam_tgt_up(0.0, 1.0, 0.0) +, cam_dist(5.0) +, cam_orient(PI * 0.375, PI * 0.25, 0.0) +, cam_dragging(false) +, shown_creature(nullptr) +, shown_body(nullptr) +, bp(assets) +, cp(assets) +, rp(sim) +, tp(sim) , remain(0) , thirds(0) , paused(false) { + bp.ZIndex(10.0f); + cp.ZIndex(20.0f); + rp.ZIndex(30.0f); + tp.ZIndex(40.0f); } MasterState::~MasterState() noexcept { } +void MasterState::Show(creature::Creature &c) noexcept { + cam.Reference(c.GetSituation().GetPlanet()); + cam.TrackOrientation(true); + cam_orient.x = std::max(0.0, cam_orient.x); + cp.Show(c); + bp.Hide(); + tp.SetBody(c.GetSituation().GetPlanet()); + shown_creature = &c; + shown_body = nullptr; +} + +void MasterState::Show(world::Body &b) noexcept { + cam.Reference(b); + cam.TrackOrientation(false); + bp.Show(b); + cp.Hide(); + tp.SetBody(b); + shown_creature = nullptr; + shown_body = &b; +} + + void MasterState::OnResize(int w, int h) { + assets.shaders.canvas.Activate(); + assets.shaders.canvas.Resize(float(w), float(h)); + assets.shaders.alpha_sprite.Activate(); + assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f)); + cam.Aspect(float(w), float(h)); + assets.shaders.planet_surface.Activate(); + assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection()); + assets.shaders.sun_surface.Activate(); + assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection()); + assets.shaders.creature_skin.Activate(); + assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection()); + assets.shaders.sky_box.Activate(); + assets.shaders.sky_box.SetVP(cam.View() * cam.Universe(), cam.Projection()); } void MasterState::OnUpdate(int dt) { remain += dt; - while (remain >= FrameMS()) { +#ifdef NDEBUG + int max_tick = 10; +#else + // one tick per frame when debugging so pausing execution doesn't result in more ticks + int max_tick = 1; +#endif + while (remain >= FrameMS() && max_tick > 0) { Tick(); + --max_tick; + } + if (max_tick == 0) { + // drop remaining + remain = 0; } } void MasterState::Tick() { + constexpr double dt = 0.01666666666666666666666666666666; if (!paused) { - sim.Tick(); + sim.Tick(dt); } remain -= FrameMS(); thirds = (thirds + 1) % 3; + + // determine where camera should be + double actual_dist = cam_dist; + if (shown_creature) { + cam_tgt_focus = shown_creature->GetSituation().Position(); + cam_tgt_up = glm::normalize(cam_tgt_focus); + actual_dist += shown_creature->Size(); + } else if (shown_body) { + cam_tgt_focus = glm::dvec3(0.0); + cam_tgt_up = glm::dvec3(0.0, 1.0, 0.0); + actual_dist += shown_body->Radius(); + } + + glm::dvec3 dir(0.0, 0.0, -actual_dist); + glm::dvec3 ref_dir(glm::normalize(glm::cross(cam_tgt_up, glm::dvec3(-cam_tgt_up.z, cam_tgt_up.x, cam_tgt_up.y)))); + dir = + glm::dmat3(ref_dir, cam_tgt_up, glm::cross(ref_dir, cam_tgt_up)) + * glm::dmat3(glm::eulerAngleYX(-cam_orient.y, -cam_orient.x)) + * dir; + cam_tgt_up = glm::rotate(cam_tgt_up, cam_orient.z, glm::normalize(-dir)); + cam_tgt_pos = cam_tgt_focus - dir; + + // approach target location + glm::dvec3 cam_pos_diff(cam_tgt_pos - cam_pos); + if (glm::length2(cam_pos_diff) > 0.000001) { + cam_pos += cam_pos_diff * 0.25; + } else { + cam_pos = cam_tgt_pos; + } + + glm::dvec3 cam_focus_diff(cam_tgt_focus - cam_focus); + if (glm::length2(cam_focus_diff) > 0.000001) { + cam_focus += cam_focus_diff * 0.25; + } else { + cam_focus = cam_tgt_focus; + } + + double cam_up_diff = glm::angle(cam_up, cam_tgt_up); + if (cam_up_diff > 0.001) { + cam_up = glm::rotate(cam_up, cam_up_diff * 0.25, glm::normalize(glm::cross(cam_up, cam_tgt_up))); + } else { + cam_up = cam_tgt_up; + } } int MasterState::FrameMS() const noexcept { @@ -52,29 +171,154 @@ int MasterState::FrameMS() const noexcept { void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { if (e.keysym.sym == SDLK_p) { paused = !paused; + } else if (e.keysym.sym == SDLK_F1) { + rp.Toggle(); + } +} + +void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) { + if (e.button == SDL_BUTTON_RIGHT) { + SDL_SetRelativeMouseMode(SDL_TRUE); + cam_dragging = true; } } +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::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) { - glm::dmat4 ppos = cam.Model(**sim.Suns().begin()); + cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up)); assets.shaders.planet_surface.Activate(); - assets.shaders.planet_surface.SetTexture(assets.textures.tiles); - assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f); + 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()); + int num_lights = 0; + for (auto sun : sim.Suns()) { + glm::vec3 pos(cam.View() * cam.Model(*sun)[3]); + assets.shaders.planet_surface.Activate(); + assets.shaders.planet_surface.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity())); + assets.shaders.creature_skin.Activate(); + assets.shaders.creature_skin.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity())); + ++num_lights; + if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) { + break; + } + } for (auto planet : sim.Planets()) { - assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection()); + // 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); + + assets.shaders.planet_surface.Activate(); + assets.shaders.planet_surface.SetTexture(assets.textures.tiles); + for (auto planet : sim.Planets()) { + assets.shaders.planet_surface.SetM(cam.Model(*planet)); planet->Draw(assets, viewport); } assets.shaders.sun_surface.Activate(); 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.SetM( + cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius))); + assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity())); 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.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform())); + assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor())); + assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor())); + c->Draw(viewport); + } + + assets.shaders.sky_box.Activate(); + assets.shaders.sky_box.SetTexture(assets.textures.sky); + assets.shaders.sky_box.Draw(); + + viewport.ClearDepth(); + bp.Draw(viewport); + cp.Draw(viewport); + rp.Draw(viewport); + tp.Draw(viewport); } }