X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2Fstates.cpp;h=d1e092e70a8589dc70387d9d72793b7868e461ef;hb=e0180e01f4c659c97973f585fea5eb3344254ce0;hp=86b2e82c3b71e3d9d9ab630a515facde11573ab9;hpb=64d455cba09900ef6ad19d1f60b72908153bae00;p=blobs.git diff --git a/src/app/states.cpp b/src/app/states.cpp index 86b2e82..d1e092e 100644 --- a/src/app/states.cpp +++ b/src/app/states.cpp @@ -1,5 +1,7 @@ #include "MasterState.hpp" +#include "../creature/Creature.hpp" +#include "../graphics/Viewport.hpp" #include "../world/Body.hpp" #include "../world/Planet.hpp" #include "../world/Simulation.hpp" @@ -16,6 +18,7 @@ MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept , assets(assets) , sim(sim) , cam(sim.Root()) +, cp(assets) , remain(0) , thirds(0) , paused(false) { @@ -26,7 +29,18 @@ 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) { @@ -56,50 +70,76 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) { } void MasterState::OnRender(graphics::Viewport &viewport) { - assets.shaders.planet_surface.Activate(); - assets.shaders.planet_surface.SetTexture(assets.textures.tiles); + if (cp.Shown()) { + cam.TopDown(cp.GetCreature(), 10.0f); + 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 - assets.shaders.planet_surface.SetLight( - num_lights, - glm::vec3(cam.View() * cam.Model(*sun)[3]), - glm::vec3(1.0f, 1.0f, 1.0f), - 1.0e6f); + 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) { + 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 - assets.shaders.planet_surface.SetLight( - num_lights, - glm::vec3(cam.View() * cam.Model(*planet)[3]), - glm::vec3(1.0f, 1.0f, 1.0f), - 10.0f); + 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) { + 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.SetMVP(cam.Model(*planet), cam.View(), cam.Projection()); + 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.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())); + c->Draw(viewport); + } + + viewport.ClearDepth(); + cp.Draw(assets, viewport); } }