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1 #include "MasterState.hpp"
2
3 #include "../creature/Creature.hpp"
4 #include "../graphics/Viewport.hpp"
5 #include "../math/const.hpp"
6 #include "../world/Body.hpp"
7 #include "../world/Planet.hpp"
8 #include "../world/Simulation.hpp"
9 #include "../world/Sun.hpp"
10
11 #include <glm/gtx/transform.hpp>
12
13
14 namespace blobs {
15 namespace app {
16
17 MasterState::MasterState(Assets &assets, world::Simulation &sim) noexcept
18 : State()
19 , assets(assets)
20 , sim(sim)
21 , cam(sim.Root())
22 , cam_dist(5.0)
23 , cam_tgt_dist(5.0)
24 , cam_orient(PI * 0.375, PI * 0.25, 0.0)
25 , cam_dragging(false)
26 , cp(assets)
27 , remain(0)
28 , thirds(0)
29 , paused(false) {
30 }
31
32 MasterState::~MasterState() noexcept {
33 }
34
35
36 void MasterState::OnResize(int w, int h) {
37         assets.shaders.canvas.Activate();
38         assets.shaders.canvas.Resize(float(w), float(h));
39         assets.shaders.alpha_sprite.Activate();
40         assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
41
42         cam.Aspect(float(w), float(h));
43         assets.shaders.planet_surface.Activate();
44         assets.shaders.planet_surface.SetVP(cam.View(), cam.Projection());
45         assets.shaders.sun_surface.Activate();
46         assets.shaders.sun_surface.SetVP(cam.View(), cam.Projection());
47         assets.shaders.creature_skin.Activate();
48         assets.shaders.creature_skin.SetVP(cam.View(), cam.Projection());
49 }
50
51 void MasterState::OnUpdate(int dt) {
52         remain += dt;
53 #ifdef NDEBUG
54         int max_tick = 10;
55 #else
56         // one tick per frame when debugging so pausing execution doesn't result in more ticks
57         int max_tick = 1;
58 #endif
59         while (remain >= FrameMS() && max_tick > 0) {
60                 Tick();
61                 --max_tick;
62         }
63 }
64
65 void MasterState::Tick() {
66         constexpr double dt = 0.01666666666666666666666666666666;
67         if (!paused) {
68                 sim.Tick(dt);
69         }
70         remain -= FrameMS();
71         thirds = (thirds + 1) % 3;
72
73         double cam_diff = cam_tgt_dist - cam_dist;
74         if (std::abs(cam_diff) > 0.001) {
75                 cam_dist += cam_diff * 0.25;
76         } else {
77                 cam_dist = cam_tgt_dist;
78         }
79 }
80
81 int MasterState::FrameMS() const noexcept {
82         return thirds == 0 ? 16 : 17;
83 }
84
85
86 void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
87         if (e.keysym.sym == SDLK_p) {
88                 paused = !paused;
89         }
90 }
91
92 void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
93         if (e.button == SDL_BUTTON_RIGHT) {
94                 SDL_SetRelativeMouseMode(SDL_TRUE);
95                 cam_dragging = true;
96         }
97 }
98
99 void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
100         if (e.button == SDL_BUTTON_RIGHT) {
101                 SDL_SetRelativeMouseMode(SDL_FALSE);
102                 cam_dragging = false;
103         }
104 }
105
106 void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
107         constexpr double pitch_scale = PI * 0.001;
108         constexpr double yaw_scale = PI * 0.002;
109         if (cam_dragging) {
110                 cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.5);
111                 cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
112         }
113 }
114
115 void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
116         constexpr double roll_scale = PI * 0.0625;
117         constexpr double zoom_scale = -1.0;
118         constexpr double zoom_base = 1.125;
119         cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
120         cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
121 }
122
123 void MasterState::OnRender(graphics::Viewport &viewport) {
124         if (cp.Shown()) {
125                 cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
126                 assets.shaders.planet_surface.Activate();
127                 assets.shaders.planet_surface.SetV(cam.View());
128                 assets.shaders.sun_surface.Activate();
129                 assets.shaders.sun_surface.SetV(cam.View());
130                 assets.shaders.creature_skin.Activate();
131                 assets.shaders.creature_skin.SetV(cam.View());
132         }
133
134         int num_lights = 0;
135         for (auto sun : sim.Suns()) {
136                 // TODO: source sun's light color and strength
137                 glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
138                 glm::vec3 col(1.0f, 1.0f, 1.0f);
139                 float str = 1.0e6f;
140                 assets.shaders.planet_surface.Activate();
141                 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
142                 assets.shaders.creature_skin.Activate();
143                 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
144                 ++num_lights;
145                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
146                         break;
147                 }
148         }
149         for (auto planet : sim.Planets()) {
150                 // TODO: indirect light from planets, calculate strength and get color somehow
151                 glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
152                 glm::vec3 col(1.0f, 1.0f, 1.0f);
153                 float str = 10.0f;
154                 assets.shaders.planet_surface.Activate();
155                 assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
156                 assets.shaders.creature_skin.Activate();
157                 assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
158                 ++num_lights;
159                 if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
160                         break;
161                 }
162         }
163         assets.shaders.planet_surface.Activate();
164         assets.shaders.planet_surface.SetNumLights(num_lights);
165         assets.shaders.creature_skin.Activate();
166         assets.shaders.creature_skin.SetNumLights(num_lights);
167
168         assets.shaders.planet_surface.Activate();
169         assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
170         for (auto planet : sim.Planets()) {
171                 assets.shaders.planet_surface.SetM(cam.Model(*planet));
172                 planet->Draw(assets, viewport);
173         }
174
175         assets.shaders.sun_surface.Activate();
176         for (auto sun : sim.Suns()) {
177                 double sun_radius = sun->Radius();
178                 assets.shaders.sun_surface.SetM(
179                         cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
180                 assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
181                 assets.shaders.sun_surface.Draw();
182         }
183
184         assets.shaders.creature_skin.Activate();
185         assets.shaders.creature_skin.SetTexture(assets.textures.skins);
186         // TODO: extend to nearby bodies as well
187         for (auto c : cam.Reference().Creatures()) {
188                 assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
189                 assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
190                 assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
191                 c->Draw(viewport);
192         }
193
194         viewport.ClearDepth();
195         cp.Draw(assets, viewport);
196 }
197
198 }
199 }