X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=cfac2fa8450565d4ccf5b4403f3c3ce4e9cb385d;hb=dd8b3145a03ed676b0ae6311c29fc3d68f666b15;hp=0298e0ce6b1a7eeb6e3b923beefe0d7eceb3e952;hpb=be413456f57da06e918ae7bf4c4f35e5198ff7ce;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index 0298e0c..cfac2fa 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -1,7 +1,12 @@ #include "MasterState.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 @@ -13,11 +18,15 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept : State() , assets(assets) , sim(sim) -, reference(&sim.Root()) -, cam() +, cam(sim.Root()) +, cam_dist(10.0) +, cam_tgt_dist(10.0) +, cam_orient(PI * 0.125, 0.0, 0.0) +, cam_dragging(false) +, cp(assets) , remain(0) -, thirds(0) { - cam.View(glm::translate(glm::vec3(-3.0f, -2.0f, -10.0f))); +, thirds(0) +, paused(false) { } MasterState::~MasterState() noexcept { @@ -25,7 +34,18 @@ MasterState::~MasterState() noexcept { 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()); } void MasterState::OnUpdate(int dt) { @@ -36,9 +56,19 @@ void MasterState::OnUpdate(int dt) { } void MasterState::Tick() { - sim.Tick(); + constexpr double dt = 0.01666666666666666666666666666666; + if (!paused) { + sim.Tick(dt); + } remain -= FrameMS(); thirds = (thirds + 1) % 3; + + double cam_diff = cam_tgt_dist - cam_dist; + if (std::abs(cam_diff) > 0.001) { + cam_dist += cam_diff * 0.25; + } else { + cam_dist = cam_tgt_dist; + } } int MasterState::FrameMS() const noexcept { @@ -46,11 +76,116 @@ int MasterState::FrameMS() const noexcept { } +void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { + if (e.keysym.sym == SDLK_p) { + paused = !paused; + } +} + +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_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, 0.0, PI * 0.5); + 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_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale)); +} + void MasterState::OnRender(graphics::Viewport &viewport) { + if (cp.Shown()) { + cam.Radial(cp.GetCreature(), cam_dist, cam_orient); + assets.shaders.planet_surface.Activate(); + assets.shaders.planet_surface.SetV(cam.View()); + 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()) { + // 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); + assets.shaders.planet_surface.Activate(); - assets.shaders.planet_surface.SetMVP(glm::mat4(1.0f), cam.View(), cam.Projection()); assets.shaders.planet_surface.SetTexture(assets.textures.tiles); - reference->Draw(assets, viewport); + 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.SetM( + cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius))); + 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.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform())); + assets.shaders.creature_skin.SetBaseColor(c->BaseColor()); + assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor()); + c->Draw(viewport); + } + + viewport.ClearDepth(); + cp.Draw(assets, viewport); } }